CN114307136A - Game screen-throwing power consumption control method and device and computer readable storage medium - Google Patents

Game screen-throwing power consumption control method and device and computer readable storage medium Download PDF

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Publication number
CN114307136A
CN114307136A CN202111615681.9A CN202111615681A CN114307136A CN 114307136 A CN114307136 A CN 114307136A CN 202111615681 A CN202111615681 A CN 202111615681A CN 114307136 A CN114307136 A CN 114307136A
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frame rate
game
screen
value
frequency
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CN202111615681.9A
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廖松茂
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Nubia Technology Co Ltd
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Nubia Technology Co Ltd
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Abstract

The invention discloses a game screen projection power consumption control method, equipment and a computer readable storage medium, wherein the method comprises the following steps: determining the current game progress according to the game progress information, and acquiring a first frame rate reference value corresponding to the game progress when the game progress meets a preset progress condition; determining a current game picture according to the game interface information, and acquiring a second frame rate reference value corresponding to the game picture when the game picture meets a preset picture condition; and acquiring a current display frame rate value of the projected end, and determining a target frame rate value of the screen projection data transmitted from the projected end to the screen projection end according to the display frame rate value, the screen projection frame rate setting value, the first frame rate reference value and/or the second frame rate reference value. The invention can balance the screen-throwing display effect and the screen-throwing performance saving, thereby greatly enhancing the game screen-throwing use experience of the user.

Description

Game screen-throwing power consumption control method and device and computer readable storage medium
Technical Field
The invention relates to the field of mobile communication, in particular to a game screen projection power consumption control method, game screen projection power consumption control equipment and a computer readable storage medium.
Background
In the prior art, along with the continuous development of intelligent terminal equipment, the utilization rate of a user for screen projection application is higher and higher. Particularly, in a game scene, better game display and game operation effects can be obtained through screen projection. However, the recording and transmission of screen projection data have affected the overall performance of the projected terminal to some extent.
It is expected that the frame rate of the game interface is not constant during the screen recording and screen projecting transmission processes of the projected end, and meanwhile, the display frame rate of the projected end may be correspondingly changed due to the interface switching and the performance balance of the whole machine. If the frame rate of screen recording during screen projection is greater than the current display frame rate, the screen recording performance is wasted, and if the frame rate of screen recording during screen projection is low, the final screen projection display effect may be affected.
Therefore, in a game scene, how to balance the screen projection display effect and the screen projection performance saving becomes a technical problem to be solved urgently.
Disclosure of Invention
In order to solve the technical defects in the prior art, the invention provides a game screen projection power consumption control method, which comprises the following steps:
in the process of playing the game screen projection, acquiring a current screen projection frame rate setting value of a projected end, and monitoring state information of the game, wherein the state information comprises game progress information and game interface information.
And determining the current game progress according to the game progress information, and acquiring a first frame rate reference value corresponding to the game progress when the game progress meets a preset progress condition.
And determining a current game picture according to the game interface information, and acquiring a second frame rate reference value corresponding to the game picture when the game picture meets a preset picture condition.
And acquiring a current display frame rate value of the projected end, and determining a target frame rate value of the screen projection data transmitted from the projected end to the screen projection end according to the display frame rate value, the screen projection frame rate setting value, the first frame rate reference value and/or the second frame rate reference value.
Optionally, in the process of playing a game screen, acquiring a current screen frame rate setting value of a terminal to be screened, and monitoring state information of the game, where the state information includes game progress information and game interface information, and includes:
and in the process of playing the game screen projection, acquiring the display frame rate value and the screen projection frame rate setting value according to a preset first frequency.
And when the display frame rate value is smaller than the screen projecting frame rate set value, determining a second frequency according to the difference value of the display frame rate value and the screen projecting frame rate, and acquiring the state information according to the second frequency.
Optionally, in the process of playing a game screen, acquiring a current screen frame rate setting value of a terminal to be played, and monitoring state information of the game, where the state information includes game progress information and game interface information, and the method further includes:
and acquiring the game progress information according to the second frequency, and determining a third frequency according to the current game progress information.
And monitoring the game interface information according to the third frequency.
Optionally, the determining a current game progress according to the game progress information, and when the game progress meets a preset progress condition, acquiring a first frame rate reference value corresponding to the game progress, including:
the progress condition is determined according to a display state of a current game character and/or an operation state of the game character.
And determining a fourth frequency according to the display state and/or the operation state, and acquiring the first frame rate reference value according to the fourth frequency.
Optionally, the determining a current game picture according to the game interface information, and acquiring a second frame rate reference value corresponding to the game picture when the game picture meets a preset picture condition includes:
and determining the picture condition according to the current display main body and/or the display background of the display main body.
And determining a fifth frequency according to the display main body and/or the display background, and acquiring the second frame rate reference value according to the fifth frequency.
Optionally, the obtaining a current display frame rate value of the screen projection end, and determining a target frame rate value of screen projection data transmitted from the screen projection end to the screen projection end according to the display frame rate value, the screen projection frame rate setting value, the first frame rate reference value, and/or the second frame rate reference value includes:
and judging whether the fourth frequency and/or the fifth frequency are greater than the first frequency.
When the fourth frequency and/or the fifth frequency is greater than the first frequency, the display frame rate value is acquired according to the fourth frequency and/or the fifth frequency, and when the fourth frequency and/or the fifth frequency is less than or equal to the first frequency, the display frame rate value is acquired according to the first frequency.
Optionally, the obtaining a current display frame rate value of the screen projection end, and determining a target frame rate value of screen projection data transmitted from the screen projection end to the screen projection end according to the display frame rate value, the screen projection frame rate setting value, the first frame rate reference value, and/or the second frame rate reference value, further includes:
and acquiring the display frame rate value according to the fourth frequency, and taking the display frame rate value as the target frame rate value when the display frame rate value is greater than the screen projecting frame rate setting value and the screen projecting frame rate setting value is less than the first frame rate reference value.
And acquiring the display frame rate value according to the fourth frequency, and taking the first frame rate reference value as the target frame rate value when the display frame rate value is smaller than the screen projection frame rate setting value and the screen projection frame rate setting value is larger than the first frame rate reference value.
Optionally, the obtaining a current display frame rate value of the screen projection end, and determining a target frame rate value of screen projection data transmitted from the screen projection end to the screen projection end according to the display frame rate value, the screen projection frame rate setting value, the first frame rate reference value, and/or the second frame rate reference value, further includes:
and acquiring the display frame rate value according to the fifth frequency, and taking the display frame rate value as the target frame rate value when the display frame rate value is greater than the screen projecting frame rate setting value and the screen projecting frame rate setting value is less than the second frame rate reference value.
And acquiring the display frame rate value according to the fifth frequency, and taking the second frame rate reference value as the target frame rate value when the display frame rate value is smaller than the screen projection frame rate setting value and the screen projection frame rate setting value is larger than the second frame rate reference value.
The invention also provides a game screen projection power consumption control device, which comprises a memory, a processor and a computer program stored on the memory and capable of running on the processor, wherein the computer program realizes the steps of the game screen projection power consumption control method according to any one of the above items when being executed by the processor.
The invention also provides a computer readable storage medium, wherein a game screen projection power consumption control program is stored on the computer readable storage medium, and when being executed by a processor, the game screen projection power consumption control program realizes the steps of the game screen projection power consumption control method.
By implementing the game screen-casting power consumption control method, the device and the computer-readable storage medium, the current screen-casting frame rate setting value of a cast end is obtained and the state information of a game is monitored in the process of game screen casting, wherein the state information comprises game progress information and game interface information; determining the current game progress according to the game progress information, and acquiring a first frame rate reference value corresponding to the game progress when the game progress meets a preset progress condition; determining a current game picture according to the game interface information, and acquiring a second frame rate reference value corresponding to the game picture when the game picture meets a preset picture condition; and acquiring a current display frame rate value of the projected end, and determining a target frame rate value of the screen projection data transmitted from the projected end to the screen projection end according to the display frame rate value, the screen projection frame rate setting value, the first frame rate reference value and/or the second frame rate reference value. The humanized game screen projection power consumption control scheme is realized, so that the user can balance the screen projection display effect and the screen projection performance saving without paying more setting energy, and the game screen projection use experience of the user is greatly enhanced.
Drawings
The invention will be further described with reference to the accompanying drawings and examples, in which:
fig. 1 is a schematic diagram of a hardware structure of a mobile terminal according to the present invention;
fig. 2 is a communication network system architecture diagram provided by an embodiment of the present invention;
FIG. 3 is a flowchart of a first embodiment of a power consumption control method for game projection;
FIG. 4 is a flowchart of a second embodiment of a power consumption control method for game projection;
FIG. 5 is a flowchart illustrating a power consumption control method for game projection according to a third embodiment of the present invention;
FIG. 6 is a flowchart illustrating a fourth exemplary embodiment of a power consumption control method for game projection;
FIG. 7 is a flow chart of a fifth embodiment of the power consumption control method for game projection according to the present invention;
FIG. 8 is a flowchart of a sixth embodiment of a power consumption control method for game projection according to the present invention;
FIG. 9 is a flowchart of a seventh embodiment of a power consumption control method for game projection according to the present invention;
fig. 10 is a flowchart of an eighth embodiment of a power consumption control method for game projection according to the present invention.
Detailed Description
It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.
In the following description, suffixes such as "module", "component", or "unit" used to denote elements are used only for facilitating the explanation of the present invention, and have no specific meaning in itself. Thus, "module", "component" or "unit" may be used mixedly.
The terminal may be implemented in various forms. For example, the terminal described in the present invention may include a mobile terminal such as a mobile phone, a tablet computer, a notebook computer, a palmtop computer, a Personal Digital Assistant (PDA), a Portable Media Player (PMP), a navigation device, a wearable device, a smart band, a pedometer, and the like, and a fixed terminal such as a Digital TV, a desktop computer, and the like.
The following description will be given by way of example of a mobile terminal, and it will be understood by those skilled in the art that the construction according to the embodiment of the present invention can be applied to a fixed type terminal, in addition to elements particularly used for mobile purposes.
Referring to fig. 1, which is a schematic diagram of a hardware structure of a mobile terminal for implementing various embodiments of the present invention, the mobile terminal 100 may include: RF (Radio Frequency) unit 101, WiFi module 102, audio output unit 103, a/V (audio/video) input unit 104, sensor 105, display unit 106, user input unit 107, interface unit 108, memory 109, processor 110, and power supply 111. Those skilled in the art will appreciate that the mobile terminal architecture shown in fig. 1 is not intended to be limiting of mobile terminals, which may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components.
The following describes each component of the mobile terminal in detail with reference to fig. 1:
the radio frequency unit 101 may be configured to receive and transmit signals during information transmission and reception or during a call, and specifically, receive downlink information of a base station and then process the downlink information to the processor 110; in addition, the uplink data is transmitted to the base station. Typically, radio frequency unit 101 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low noise amplifier, a duplexer, and the like. In addition, the radio frequency unit 101 can also communicate with a network and other devices through wireless communication. The wireless communication may use any communication standard or protocol, including but not limited to GSM (Global System for Mobile communications), GPRS (General Packet Radio Service), CDMA2000(Code Division Multiple Access 2000), WCDMA (Wideband Code Division Multiple Access), TD-SCDMA (Time Division-Synchronous Code Division Multiple Access), FDD-LTE (Frequency Division duplex Long Term Evolution), and TDD-LTE (Time Division duplex Long Term Evolution).
WiFi belongs to short-distance wireless transmission technology, and the mobile terminal can help a user to receive and send e-mails, browse webpages, access streaming media and the like through the WiFi module 102, and provides wireless broadband internet access for the user. Although fig. 1 shows the WiFi module 102, it is understood that it does not belong to the essential constitution of the mobile terminal, and may be omitted entirely as needed within the scope not changing the essence of the invention.
The audio output unit 103 may convert audio data received by the radio frequency unit 101 or the WiFi module 102 or stored in the memory 109 into an audio signal and output as sound when the mobile terminal 100 is in a call signal reception mode, a call mode, a recording mode, a voice recognition mode, a broadcast reception mode, or the like. Also, the audio output unit 103 may also provide audio output related to a specific function performed by the mobile terminal 100 (e.g., a call signal reception sound, a message reception sound, etc.). The audio output unit 103 may include a speaker, a buzzer, and the like.
The a/V input unit 104 is used to receive audio or video signals. The a/V input Unit 104 may include a Graphics Processing Unit (GPU) 1041 and a microphone 1042, the Graphics processor 1041 Processing image data of still pictures or video obtained by an image capturing device (e.g., a camera) in a video capturing mode or an image capturing mode. The processed image frames may be displayed on the display unit 106. The image frames processed by the graphic processor 1041 may be stored in the memory 109 (or other storage medium) or transmitted via the radio frequency unit 101 or the WiFi module 102. The microphone 1042 may receive sounds (audio data) via the microphone 1042 in a phone call mode, a recording mode, a voice recognition mode, or the like, and may be capable of processing such sounds into audio data. The processed audio (voice) data may be converted into a format output transmittable to a mobile communication base station via the radio frequency unit 101 in case of a phone call mode. The microphone 1042 may implement various types of noise cancellation (or suppression) algorithms to cancel (or suppress) noise or interference generated in the course of receiving and transmitting audio signals.
The mobile terminal 100 also includes at least one sensor 105, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor that can adjust the brightness of the display panel 1061 according to the brightness of ambient light, and a proximity sensor that can turn off the display panel 1061 and/or a backlight when the mobile terminal 100 is moved to the ear. As one of the motion sensors, the accelerometer sensor can detect the magnitude of acceleration in each direction (generally, three axes), can detect the magnitude and direction of gravity when stationary, and can be used for applications of recognizing the posture of a mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer and tapping), and the like; as for other sensors such as a fingerprint sensor, a pressure sensor, an iris sensor, a molecular sensor, a gyroscope, a barometer, a hygrometer, a thermometer, and an infrared sensor, which can be configured on the mobile phone, further description is omitted here.
The display unit 106 is used to display information input by a user or information provided to the user. The Display unit 106 may include a Display panel 1061, and the Display panel 1061 may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like.
The user input unit 107 may be used to receive input numeric or character information and generate key signal inputs related to user settings and function control of the mobile terminal. Specifically, the user input unit 107 may include a touch panel 1071 and other input devices 1072. The touch panel 1071, also referred to as a touch screen, may collect a touch operation performed by a user on or near the touch panel 1071 (e.g., an operation performed by the user on or near the touch panel 1071 using a finger, a stylus, or any other suitable object or accessory), and drive a corresponding connection device according to a predetermined program. The touch panel 1071 may include two parts of a touch detection device and a touch controller. The touch detection device detects the touch direction of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch sensing device, converts the touch information into touch point coordinates, sends the touch point coordinates to the processor 110, and can receive and execute commands sent by the processor 110. In addition, the touch panel 1071 may be implemented in various types, such as a resistive type, a capacitive type, an infrared ray, and a surface acoustic wave. In addition to the touch panel 1071, the user input unit 107 may include other input devices 1072. In particular, other input devices 1072 may include, but are not limited to, one or more of a physical keyboard, function keys (e.g., volume control keys, switch keys, etc.), a trackball, a mouse, a joystick, and the like, and are not limited to these specific examples.
Further, the touch panel 1071 may cover the display panel 1061, and when the touch panel 1071 detects a touch operation thereon or nearby, the touch panel 1071 transmits the touch operation to the processor 110 to determine the type of the touch event, and then the processor 110 provides a corresponding visual output on the display panel 1061 according to the type of the touch event. Although the touch panel 1071 and the display panel 1061 are shown in fig. 1 as two separate components to implement the input and output functions of the mobile terminal, in some embodiments, the touch panel 1071 and the display panel 1061 may be integrated to implement the input and output functions of the mobile terminal, and is not limited herein.
The interface unit 108 serves as an interface through which at least one external device is connected to the mobile terminal 100. For example, the external device may include a wired or wireless headset port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device having an identification module, an audio input/output (I/O) port, a video I/O port, an earphone port, and the like. The interface unit 108 may be used to receive input (e.g., data information, power, etc.) from external devices and transmit the received input to one or more elements within the mobile terminal 100 or may be used to transmit data between the mobile terminal 100 and external devices.
The memory 109 may be used to store software programs as well as various data. The memory 109 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application program required by at least one function (such as a sound playing function, an image playing function, etc.), and the like; the storage data area may store data (such as audio data, a phonebook, etc.) created according to the use of the cellular phone, and the like. Further, the memory 109 may include high speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device.
The processor 110 is a control center of the mobile terminal, connects various parts of the entire mobile terminal using various interfaces and lines, and performs various functions of the mobile terminal and processes data by operating or executing software programs and/or modules stored in the memory 109 and calling data stored in the memory 109, thereby performing overall monitoring of the mobile terminal. Processor 110 may include one or more processing units; preferably, the processor 110 may integrate an application processor, which mainly handles operating systems, user interfaces, application programs, etc., and a modem processor, which mainly handles wireless communications. It will be appreciated that the modem processor described above may not be integrated into the processor 110.
The mobile terminal 100 may further include a power supply 111 (e.g., a battery) for supplying power to various components, and preferably, the power supply 111 may be logically connected to the processor 110 via a power management system, so as to manage charging, discharging, and power consumption management functions via the power management system.
Although not shown in fig. 1, the mobile terminal 100 may further include a bluetooth module or the like, which is not described in detail herein.
In order to facilitate understanding of the embodiments of the present invention, a communication network system on which the mobile terminal of the present invention is based is described below.
Referring to fig. 2, fig. 2 is an architecture diagram of a communication Network system according to an embodiment of the present invention, where the communication Network system is an LTE system of a universal mobile telecommunications technology, and the LTE system includes a UE (User Equipment) 201, an E-UTRAN (Evolved UMTS Terrestrial Radio Access Network) 202, an EPC (Evolved Packet Core) 203, and an IP service 204 of an operator, which are in communication connection in sequence.
Specifically, the UE201 may be the terminal 100 described above, and is not described herein again.
The E-UTRAN202 includes eNodeB2021 and other eNodeBs 2022, among others. Among them, the eNodeB2021 may be connected with other eNodeB2022 through backhaul (e.g., X2 interface), the eNodeB2021 is connected to the EPC203, and the eNodeB2021 may provide the UE201 access to the EPC 203.
The EPC203 may include an MME (Mobility Management Entity) 2031, an HSS (Home Subscriber Server) 2032, other MMEs 2033, an SGW (Serving gateway) 2034, a PGW (PDN gateway) 2035, and a PCRF (Policy and Charging Rules Function) 2036, and the like. The MME2031 is a control node that handles signaling between the UE201 and the EPC203, and provides bearer and connection management. HSS2032 is used to provide registers to manage functions such as home location register (not shown) and holds subscriber specific information about service characteristics, data rates, etc. All user data may be sent through SGW2034, PGW2035 may provide IP address assignment for UE201 and other functions, and PCRF2036 is a policy and charging control policy decision point for traffic data flow and IP bearer resources, which selects and provides available policy and charging control decisions for a policy and charging enforcement function (not shown).
The IP services 204 may include the internet, intranets, IMS (IP Multimedia Subsystem), or other IP services, among others.
Although the LTE system is described as an example, it should be understood by those skilled in the art that the present invention is not limited to the LTE system, but may also be applied to other wireless communication systems, such as GSM, CDMA2000, WCDMA, TD-SCDMA, and future new network systems.
Based on the above mobile terminal hardware structure and communication network system, the present invention provides various embodiments of the method.
Example one
Fig. 3 is a flowchart of a power consumption control method for game projection according to a first embodiment of the present invention. A power consumption control method for screen projection of a game comprises the following steps:
s1, in the process of playing the game screen projection, acquiring the current screen projection frame rate setting value of the projected end, and monitoring the state information of the game, wherein the state information comprises game progress information and game interface information.
S2, determining the current game progress according to the game progress information, and acquiring a first frame rate reference value corresponding to the game progress when the game progress meets a preset progress condition.
S3, determining the current game picture according to the game interface information, and acquiring a second frame rate reference value corresponding to the game picture when the game picture meets the preset picture condition.
S4, obtaining the current display frame rate value of the projected end, and determining the target frame rate value of the projected data transmitted from the projected end to the projected end according to the display frame rate value, the projected frame rate setting value, the first frame rate reference value and/or the second frame rate reference value.
In this embodiment, considering that the currently set screen-casting recording frame rate is not the optimal frame rate in the prior art, for example, if the currently set screen-casting recording frame rate is 60 frames, the screen recording will always acquire the pictures in 60 frames, and acquire 60 frames in 1 second. However, a situation may be encountered at this time, that is, the frame rate of the mobile phone itself is likely to be stable, and is only 30 frames, for example, in the peace and elite game, the default setting is 30fps, but 60 frames are adopted for sampling in the screen projection screen, and it can be seen that the above screen recording scheme is extremely inappropriate, because the game itself is only 30 frames, but 60 frames of sampling will result in 60 frames of transmitted data, and will also bring about great processing loss for the screen projection transmission of the mobile phone, and the central processing unit and the graphics processing unit. Therefore, the technical idea of this embodiment is to dynamically identify the scene of the mobile game frame rate, compare the scene with the screen-casting frame rate in a timely manner, and if the screen-casting frame rate is set too high, reset the screen-casting frame rate to the lower frame rate of the game, so as to achieve the purpose of saving power consumption, but not affect the game and screen-casting experience of the user.
Specifically, in the present embodiment, first, when the frame rate of the mobile phone is set to 60fps at maximum, if the screen recording is set to 90fps, the frame rate is forced to be changed to 60fps, so that the frame rate of the output will be 60fps all the time. Secondly, when entering some game scenes, the condition of the average output frame rate of the game needs to be monitored, and if the average frame rate is smaller than the current screen projection sampling frame rate, the screen projection frame rate needs to be modified to the same average frame rate as the game. In this embodiment, considering that the above adjustment is generally applied to a game, and it should be noted that the frame rate can be changed to be larger or smaller in the game, on one hand, the embodiment monitors the average frame rate over a period of time, and on the other hand, monitors the game content. That is, the frame rate is stabilized after monitoring the game for a period of time, and then the reasonable screen frame rate setting is performed, or the reasonable screen frame rate setting is performed according to the game progress and the game picture in the game content.
Specifically, in this embodiment, first, for some mobile phones playing games, the display meaning of the game screen is low, or the game screen is a static screen scene, such as a game mall interface, a game pause interface, a game reconnection interface, a game preloading interface, and the like, in this embodiment, it is considered that the screen recording process is unlikely to be terminated, and therefore, it is not possible to perform power consumption control in a manner of frequent start and stop, for specific reasons, in the screen recording process, it is impossible to know when the game mall interface is switched, when the game pause is resumed, and if the screen recording is frequently started and stopped, a poor screen recording experience may be caused. Based on the above problems, the present embodiment proposes to perform game progress determination and game picture recognition specifically, so as to adjust the current screen recording frame rate in real time in a picture scene with a low display significance or a still picture scene, thereby reducing the power consumption of screen recording and screen projection while ensuring the current display effect.
The method has the advantages that the current screen-throwing frame rate setting value of the thrown end is obtained and the state information of the game is monitored in the process of game screen throwing, wherein the state information comprises game progress information and game interface information; determining the current game progress according to the game progress information, and acquiring a first frame rate reference value corresponding to the game progress when the game progress meets a preset progress condition; determining a current game picture according to the game interface information, and acquiring a second frame rate reference value corresponding to the game picture when the game picture meets a preset picture condition; and acquiring a current display frame rate value of the projected end, and determining a target frame rate value of the screen projection data transmitted from the projected end to the screen projection end according to the display frame rate value, the screen projection frame rate setting value, the first frame rate reference value and/or the second frame rate reference value. The humanized game screen projection power consumption control scheme is realized, so that the user can balance the screen projection display effect and the screen projection performance saving without paying more setting energy, and the game screen projection use experience of the user is greatly enhanced.
Example two
Fig. 4 is a flowchart of a game screen-projection power consumption control method according to a second embodiment of the present invention, and based on the above embodiments, in the process of game screen projection, a current screen-projection frame rate setting value of a projected terminal is obtained, and state information of a game is monitored, where the state information includes game progress information and game interface information, and includes:
s11, in the process of playing the game screen projection, acquiring the display frame rate value and the screen projection frame rate setting value according to a preset first frequency.
And S12, when the display frame rate value is smaller than the screen projecting frame rate set value, determining a second frequency according to the difference value between the display frame rate value and the screen projecting frame rate, and acquiring the state information according to the second frequency.
The method has the advantages that the display frame rate value and the screen-casting frame rate setting value are obtained according to the preset first frequency in the process of game screen casting; and when the display frame rate value is smaller than the screen projecting frame rate set value, determining a second frequency according to the difference value of the display frame rate value and the screen projecting frame rate, and acquiring the state information according to the second frequency. The humanized game screen projection power consumption control scheme is realized, so that the user can balance the screen projection display effect and the screen projection performance saving without paying more setting energy, and the game screen projection use experience of the user is greatly enhanced.
EXAMPLE III
Fig. 5 is a flowchart of a game screen-projection power consumption control method according to a third embodiment of the present invention, and based on the above embodiments, in the process of game screen projection, a current screen-projection frame rate setting value of a projected end is obtained, and state information of a game is monitored, where the state information includes game progress information and game interface information, and the method further includes:
s13, obtaining the game progress information according to the second frequency, and determining a third frequency according to the current game progress information.
And S14, monitoring the game interface information according to the third frequency.
The method has the advantages that the game progress information is obtained according to the second frequency, and a third frequency is determined according to the current game progress information; and monitoring the game interface information according to the third frequency. The humanized game screen projection power consumption control scheme is realized, so that the user can balance the screen projection display effect and the screen projection performance saving without paying more setting energy, and the game screen projection use experience of the user is greatly enhanced.
Example four
Fig. 6 is a flowchart of a fourth embodiment of a power consumption control method for screen projection of a game according to the present invention, where based on the above embodiments, the determining a current game progress according to the game progress information, and acquiring a first frame rate reference value corresponding to the game progress when the game progress meets a preset progress condition includes:
s21, determining the progress condition according to the display state of the current game character and/or the operation state of the game character.
S22, determining a fourth frequency according to the display state and/or the operation state, and acquiring the first frame rate reference value according to the fourth frequency.
The embodiment has the advantages that the progress condition is determined according to the display state of the current game character and/or the operation state of the game character; and determining a fourth frequency according to the display state and/or the operation state, and acquiring the first frame rate reference value according to the fourth frequency. The humanized game screen projection power consumption control scheme is realized, so that the user can balance the screen projection display effect and the screen projection performance saving without paying more setting energy, and the game screen projection use experience of the user is greatly enhanced.
EXAMPLE five
Fig. 7 is a flowchart of a fifth embodiment of a game screen-projection power consumption control method according to the present invention, where based on the above embodiments, the determining a current game screen according to the game interface information, and acquiring a second frame rate reference value corresponding to the game screen when the game screen meets a preset screen condition includes:
and S23, determining the picture condition according to the current display main body and/or the display background of the display main body.
S24, determining a fifth frequency according to the display main body and/or the display background, and acquiring the second frame rate reference value according to the fifth frequency.
The embodiment has the advantages that the picture condition is determined according to the current display main body and/or the display background where the display main body is located; and determining a fifth frequency according to the display main body and/or the display background, and acquiring the second frame rate reference value according to the fifth frequency. The humanized game screen projection power consumption control scheme is realized, so that the user can balance the screen projection display effect and the screen projection performance saving without paying more setting energy, and the game screen projection use experience of the user is greatly enhanced.
EXAMPLE six
Fig. 8 is a flowchart of a sixth embodiment of a game screen projection power consumption control method according to the present invention, where based on the above embodiments, the obtaining a current display frame rate value of the projected end, and determining a target frame rate value of screen projection data transmitted by the projected end to the screen projection end according to the display frame rate value, the screen projection frame rate setting value, the first frame rate reference value, and/or the second frame rate reference value includes:
and S41, judging whether the fourth frequency and/or the fifth frequency are larger than the first frequency.
S42, when the fourth frequency and/or the fifth frequency is greater than the first frequency, obtaining the display frame rate value according to the fourth frequency and/or the fifth frequency, and when the fourth frequency and/or the fifth frequency is less than or equal to the first frequency, obtaining the display frame rate value according to the first frequency.
The embodiment has the beneficial effects that whether the fourth frequency and/or the fifth frequency is greater than the first frequency is judged; when the fourth frequency and/or the fifth frequency is greater than the first frequency, the display frame rate value is acquired according to the fourth frequency and/or the fifth frequency, and when the fourth frequency and/or the fifth frequency is less than or equal to the first frequency, the display frame rate value is acquired according to the first frequency. The humanized game screen projection power consumption control scheme is realized, so that the user can balance the screen projection display effect and the screen projection performance saving without paying more setting energy, and the game screen projection use experience of the user is greatly enhanced.
EXAMPLE seven
Fig. 9 is a flowchart of a seventh embodiment of a game screen projection power consumption control method according to the present invention, where based on the above embodiments, the obtaining a current display frame rate value of the projected end, and determining a target frame rate value of screen projection data transmitted by the projected end to the screen projection end according to the display frame rate value, the screen projection frame rate setting value, the first frame rate reference value, and/or the second frame rate reference value further includes:
s43, acquiring the display frame rate value according to the fourth frequency, and taking the display frame rate value as the target frame rate value when the display frame rate value is larger than the screen projecting frame rate setting value and the screen projecting frame rate setting value is smaller than the first frame rate reference value.
S44, acquiring the display frame rate value according to the fourth frequency, and taking the first frame rate reference value as the target frame rate value when the display frame rate value is smaller than the screen projecting frame rate setting value and the screen projecting frame rate setting value is larger than the first frame rate reference value.
The method has the advantages that the display frame rate value is obtained according to the fourth frequency, and when the display frame rate value is larger than the screen projecting frame rate setting value and the screen projecting frame rate setting value is smaller than the first frame rate reference value, the display frame rate value is used as the target frame rate value; and acquiring the display frame rate value according to the fourth frequency, and taking the first frame rate reference value as the target frame rate value when the display frame rate value is smaller than the screen projection frame rate setting value and the screen projection frame rate setting value is larger than the first frame rate reference value. The humanized game screen projection power consumption control scheme is realized, so that the user can balance the screen projection display effect and the screen projection performance saving without paying more setting energy, and the game screen projection use experience of the user is greatly enhanced.
Example eight
Fig. 10 is a flowchart of an eighth embodiment of the game screen projection power consumption control method according to the present invention, where based on the above embodiments, the obtaining a current display frame rate value of the projected end, and determining a target frame rate value of screen projection data transmitted by the projected end to the screen projection end according to the display frame rate value, the screen projection frame rate setting value, the first frame rate reference value, and/or the second frame rate reference value further includes:
s45, acquiring the display frame rate value according to the fifth frequency, and taking the display frame rate value as the target frame rate value when the display frame rate value is larger than the screen projecting frame rate setting value and the screen projecting frame rate setting value is smaller than the second frame rate reference value.
S46, acquiring the display frame rate value according to the fifth frequency, and taking the second frame rate reference value as the target frame rate value when the display frame rate value is smaller than the screen projection frame rate setting value and the screen projection frame rate setting value is larger than the second frame rate reference value.
The method has the advantages that the display frame rate value is obtained according to the fifth frequency, and when the display frame rate value is larger than the screen projecting frame rate setting value and the screen projecting frame rate setting value is smaller than the second frame rate reference value, the display frame rate value is used as the target frame rate value; and acquiring the display frame rate value according to the fifth frequency, and taking the second frame rate reference value as the target frame rate value when the display frame rate value is smaller than the screen projection frame rate setting value and the screen projection frame rate setting value is larger than the second frame rate reference value. The humanized game screen projection power consumption control scheme is realized, so that the user can balance the screen projection display effect and the screen projection performance saving without paying more setting energy, and the game screen projection use experience of the user is greatly enhanced.
Example nine
Based on the foregoing embodiments, the present invention further provides a game screen-casting power consumption control device, which includes a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the steps of the game screen-casting power consumption control method according to any one of the above.
It should be noted that the device embodiment and the method embodiment belong to the same concept, and specific implementation processes thereof are detailed in the method embodiment, and technical features in the method embodiment are correspondingly applicable in the device embodiment, which is not described herein again.
Example ten
Based on the foregoing embodiment, the present invention further provides a computer-readable storage medium, where a game screen projection power consumption control program is stored on the computer-readable storage medium, and when the game screen projection power consumption control program is executed by a processor, the steps of the game screen projection power consumption control method according to any one of the foregoing embodiments are implemented.
It should be noted that the media embodiment and the method embodiment belong to the same concept, and specific implementation processes thereof are detailed in the method embodiment, and technical features in the method embodiment are correspondingly applicable in the media embodiment, which is not described herein again.
It should be noted that, in this document, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or apparatus that comprises the element.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
Through the above description of the embodiments, those skilled in the art will clearly understand that the method of the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but in many cases, the former is a better implementation manner. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (such as ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal (such as a mobile phone, a computer, a server, an air conditioner, or a network device) to execute the method according to the embodiments of the present invention.
While the present invention has been described with reference to the embodiments shown in the drawings, the present invention is not limited to the embodiments, which are illustrative and not restrictive, and it will be apparent to those skilled in the art that various changes and modifications can be made therein without departing from the spirit and scope of the invention as defined in the appended claims.

Claims (10)

1. A game screen projection power consumption control method is characterized by comprising the following steps:
in the process of playing a game screen, acquiring a current screen frame rate setting value of a thrown end, and monitoring state information of the game, wherein the state information comprises game progress information and game interface information;
determining the current game progress according to the game progress information, and acquiring a first frame rate reference value corresponding to the game progress when the game progress meets a preset progress condition;
determining a current game picture according to the game interface information, and acquiring a second frame rate reference value corresponding to the game picture when the game picture meets a preset picture condition;
and acquiring a current display frame rate value of the projected end, and determining a target frame rate value of the screen projection data transmitted from the projected end to the screen projection end according to the display frame rate value, the screen projection frame rate setting value, the first frame rate reference value and/or the second frame rate reference value.
2. The game screen-throwing power consumption control method according to claim 1, wherein the step of acquiring a current screen-throwing frame rate setting value of a thrown terminal and monitoring state information of a game during the game screen throwing process, wherein the state information comprises game progress information and game interface information, and comprises the steps of:
in the process of playing a game screen, acquiring the display frame rate value and the screen-casting frame rate setting value according to a preset first frequency;
and when the display frame rate value is smaller than the screen projecting frame rate set value, determining a second frequency according to the difference value of the display frame rate value and the screen projecting frame rate, and acquiring the state information according to the second frequency.
3. The game screen-throwing power consumption control method according to claim 2, wherein the method comprises the steps of acquiring a current screen-throwing frame rate setting value of a thrown terminal and monitoring state information of a game during the process of game screen throwing, wherein the state information comprises game progress information and game interface information, and further comprises the following steps:
acquiring the game progress information according to the second frequency, and determining a third frequency according to the current game progress information;
and monitoring the game interface information according to the third frequency.
4. The game screen-throwing power consumption control method of claim 3, wherein the determining a current game progress according to the game progress information, and acquiring a first frame rate reference value corresponding to the game progress when the game progress meets a preset progress condition comprises:
determining the progress condition according to the display state of the current game character and/or the operation state of the game character;
and determining a fourth frequency according to the display state and/or the operation state, and acquiring the first frame rate reference value according to the fourth frequency.
5. The game screen-throwing power consumption control method according to claim 4, wherein the determining a current game screen according to the game interface information, and acquiring a second frame rate reference value corresponding to the game screen when the game screen meets a preset screen condition comprises:
determining the picture condition according to the current display main body and/or the display background of the display main body;
and determining a fifth frequency according to the display main body and/or the display background, and acquiring the second frame rate reference value according to the fifth frequency.
6. The game screen-projection power consumption control method according to claim 5, wherein the obtaining a current display frame rate value of the projected terminal and determining a target frame rate value of the screen-projection data transmitted from the projected terminal to the screen-projection terminal according to the display frame rate value, the screen-projection frame rate setting value, the first frame rate reference value and/or the second frame rate reference value comprises:
judging whether the fourth frequency and/or the fifth frequency are greater than the first frequency;
when the fourth frequency and/or the fifth frequency is greater than the first frequency, the display frame rate value is acquired according to the fourth frequency and/or the fifth frequency, and when the fourth frequency and/or the fifth frequency is less than or equal to the first frequency, the display frame rate value is acquired according to the first frequency.
7. The game screen-projection power consumption control method according to claim 6, wherein the obtaining a current display frame rate value of the projected terminal and determining a target frame rate value of the screen-projection data transmitted from the projected terminal to the screen-projection terminal according to the display frame rate value, the screen-projection frame rate setting value, the first frame rate reference value and/or the second frame rate reference value further comprises:
acquiring the display frame rate value according to the fourth frequency, and taking the display frame rate value as the target frame rate value when the display frame rate value is greater than the screen projecting frame rate setting value and the screen projecting frame rate setting value is less than the first frame rate reference value;
and acquiring the display frame rate value according to the fourth frequency, and taking the first frame rate reference value as the target frame rate value when the display frame rate value is smaller than the screen projection frame rate setting value and the screen projection frame rate setting value is larger than the first frame rate reference value.
8. The game screen-projection power consumption control method according to claim 7, wherein the obtaining a current display frame rate value of the projected terminal and determining a target frame rate value of the screen-projection data transmitted from the projected terminal to the screen-projection terminal according to the display frame rate value, the screen-projection frame rate setting value, the first frame rate reference value and/or the second frame rate reference value further comprises:
acquiring the display frame rate value according to the fifth frequency, and taking the display frame rate value as the target frame rate value when the display frame rate value is greater than the screen projecting frame rate setting value and the screen projecting frame rate setting value is less than the second frame rate reference value;
and acquiring the display frame rate value according to the fifth frequency, and taking the second frame rate reference value as the target frame rate value when the display frame rate value is smaller than the screen projection frame rate setting value and the screen projection frame rate setting value is larger than the second frame rate reference value.
9. A game-shooting power consumption control apparatus, characterized in that the apparatus comprises a memory, a processor and a computer program stored on the memory and executable on the processor, the computer program, when executed by the processor, implementing the steps of the game-shooting power consumption control method according to any one of claims 1 to 8.
10. A computer-readable storage medium, characterized in that a game projection power consumption control program is stored thereon, which when executed by a processor implements the steps of the game projection power consumption control method according to any one of claims 1 to 8.
CN202111615681.9A 2021-12-27 2021-12-27 Game screen-throwing power consumption control method and device and computer readable storage medium Pending CN114307136A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN116996639A (en) * 2023-02-13 2023-11-03 深圳Tcl新技术有限公司 Screen-projection frame rate acquisition method and device, computer equipment and storage medium

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN116996639A (en) * 2023-02-13 2023-11-03 深圳Tcl新技术有限公司 Screen-projection frame rate acquisition method and device, computer equipment and storage medium

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