CN114356146A - Method and device for dynamically regulating and controlling game frame rate and computer readable storage medium - Google Patents

Method and device for dynamically regulating and controlling game frame rate and computer readable storage medium Download PDF

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Publication number
CN114356146A
CN114356146A CN202111683727.0A CN202111683727A CN114356146A CN 114356146 A CN114356146 A CN 114356146A CN 202111683727 A CN202111683727 A CN 202111683727A CN 114356146 A CN114356146 A CN 114356146A
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game
touch
frame rate
update
state
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吴志斌
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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 method, equipment and a computer readable storage medium for dynamically regulating and controlling a game frame rate, wherein the method comprises the following steps: monitoring the updating state and the touch state of the current game picture; when the update state meets a preset update area condition and an update proportion condition and the touch state meets a preset touch area condition and a preset touch frequency condition, determining a frame rate upper limit value corresponding to the update state and the touch state; judging whether the current application of the current game application to the graphic buffer area and the time interval submitted last time are shorter than the refreshing period corresponding to the frame rate upper limit value or not; and if the time interval is shorter than the refreshing period, delaying the response of the current application of the graphic buffer area. The method and the device realize a humanized dynamic control scheme of the game frame rate, and a user does not need to execute complicated setting, so that the game experience and the power consumption control can reach dynamic balance, the game playing time is greatly prolonged, and the game playing experience is enhanced.

Description

Method and device for dynamically regulating and controlling game frame rate and computer readable storage medium
Technical Field
The present invention relates to the field of mobile communications, and in particular, to a method and an apparatus for dynamically adjusting and controlling a game frame rate, and a computer-readable storage medium.
Background
In the prior art, with the continuous development of intelligent terminal equipment and the increasing popularization of game mobile phones, a high refresh rate becomes a representative function of the game mobile phones, and although a smooth use experience is brought by an extremely high refresh rate, a great challenge is brought to the power consumption of the mobile phones. In particular, the challenge of high refresh rate to power consumption comes mainly from the following aspects: firstly, too high refresh rate makes the central Processing Unit too busy, make its calculation task volume double increase, secondly, too high refresh rate makes the graphics processor excessively draw, make its rendering to the picture double increase, but because game logic itself does not change the process, so the picture of drawing is repeated and meaningless, thirdly, too high refresh rate makes DPU (Data Processing Unit) repeated synthesis, because the graphics processor draws many frames of meaningless picture, but the Data Processing Unit can't know, from this, make DPU carry out many times meaningless synthesis operation equally, bring great Processing burden for the system, also greatly wasted cell-phone electric quantity.
Therefore, a processing scheme capable of adaptively adjusting the game frame rate is needed.
Disclosure of Invention
In order to solve the technical defects in the prior art, the invention provides a dynamic game frame rate control method, which comprises the following steps:
and monitoring the updating state and the touch state of the current game picture in the game process.
And when the update state meets preset update area conditions and update proportion conditions and the touch state meets preset touch area conditions and touch frequency conditions, determining a frame rate upper limit value corresponding to the update state and the touch state.
And judging whether the current application of the current game application to the graphic buffer area and the time interval submitted last time are shorter than the refreshing period corresponding to the frame rate upper limit value or not.
And if the time interval is shorter than the refreshing period, delaying the response of the current application of the graphic buffer area.
Optionally, in the game process, monitoring an update state and a touch state of a current game screen includes:
and when the game process is in a preset game progress, monitoring the game picture under the game progress.
And acquiring an updating area in the game picture and an updating proportion of the updating area in the game picture.
Optionally, in the game process, monitoring an update state and a touch state of a current game screen, further includes:
and when the game process is in the game progress, monitoring the touch state under the game progress.
And acquiring a touch area in the touch state and the response frequency of the touch signal in the touch area.
Optionally, the determining, when the update state meets a preset update area condition and an update ratio condition, and the touch state meets a preset touch area condition and a preset touch frequency condition, a frame rate upper limit corresponding to the update state and the touch state includes:
and determining the updating area condition according to the game main body characters in the game picture.
And determining the updating proportion condition according to the position and the proportion of the game subject character in the game picture.
Optionally, the determining a frame rate upper limit corresponding to the update state and the touch state when the update state meets a preset update area condition and an update ratio condition and the touch state meets a preset touch area condition and a preset touch frequency condition further includes:
and determining the touch area condition according to the control key area corresponding to the game subject character.
Determining the touch frequency condition according to the response frequency of the touch signal of the control key area.
Optionally, the determining, when the update state meets a preset update area condition and an update ratio condition, and the touch state meets a preset touch area condition and a preset touch frequency condition, a frame rate upper limit corresponding to the update state and the touch state further includes:
determining a frame rate value corresponding to the update state and the touch state.
And when the frame rate value is smaller than the real-time frame rate range of the current system, taking the frame rate value as the frame rate upper limit value.
Optionally, the determining whether the time interval between the current application of the current game application to the graphics buffer and the last time of submission is shorter than the refresh period corresponding to the frame rate upper limit value includes:
and determining the application number of the graphic buffer area according to the updating state.
And judging whether the time interval between the current application and the last submission of the graphics buffer of the application number is shorter than the refreshing period.
Optionally, if the time interval is shorter than the refresh period, delaying the response to the current application of the graphics buffer includes:
and delaying the response of the current application of the graphic buffer area, and simultaneously determining the updated refreshing cycle according to the application time of the current application, the updating state and the touch state.
And after the current application of the graphic buffer area is delayed and responded, determining the delay response time of the next application of the game application to the graphic buffer area according to the updated refreshing period.
The invention also provides a dynamic game frame rate adjusting device, which comprises a memory, a processor and a computer program stored on the memory and capable of running on the processor, wherein when the computer program is executed by the processor, the steps of the dynamic game frame rate adjusting method are realized.
The invention further provides a computer-readable storage medium, in which a game frame rate dynamic regulation program is stored, and when being executed by a processor, the game frame rate dynamic regulation program implements the steps of the game frame rate dynamic regulation method as described in any one of the above.
By implementing the dynamic regulation and control method, the dynamic regulation and control equipment and the computer readable storage medium for the game frame rate, the update state and the touch state of the current game picture are monitored in the game process; when the update state meets a preset update area condition and an update proportion condition and the touch state meets a preset touch area condition and a preset touch frequency condition, determining a frame rate upper limit value corresponding to the update state and the touch state; judging whether the current application of the current game application to the graphic buffer area and the time interval submitted last time are shorter than the refreshing period corresponding to the frame rate upper limit value or not; and if the time interval is shorter than the refreshing period, delaying the response of the current application of the graphic buffer area. The method and the device realize a humanized dynamic control scheme of the game frame rate, and a user does not need to execute complicated setting, so that the game experience and the power consumption control can reach dynamic balance, the game playing time is greatly prolonged, and the game playing experience is 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 illustrating a method for dynamically adjusting a frame rate of a game according to a first embodiment of the present invention;
FIG. 4 is a flowchart illustrating a method for dynamically adjusting a frame rate of a game according to a second embodiment of the present invention;
FIG. 5 is a flowchart illustrating a method for dynamically adjusting a frame rate of a game according to a third embodiment of the present invention;
FIG. 6 is a flowchart illustrating a method for dynamically adjusting a frame rate of a game according to a fourth embodiment of the present invention;
FIG. 7 is a flowchart illustrating a fifth embodiment of a method for dynamically adjusting a frame rate of a game according to the present invention;
FIG. 8 is a flowchart illustrating a method for dynamically adjusting a frame rate of a game according to a sixth embodiment of the present invention;
FIG. 9 is a flowchart illustrating a method for dynamically adjusting a frame rate of a game according to a seventh embodiment of the present invention;
FIG. 10 is a flowchart illustrating an eighth embodiment of a method for dynamically adjusting a frame rate of a game according to the present invention;
FIG. 11 is a timing chart of a delayed application of the dynamic game frame rate control method according to the first embodiment of 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 illustrating a method for dynamically adjusting a frame rate of a game according to a first embodiment of the present invention. A dynamic regulation and control method for game frame rate comprises the following steps:
and S1, monitoring the updating state and the touch state of the current game picture in the game process.
And S2, when the update state meets preset update area conditions and update proportion conditions and the touch state meets preset touch area conditions and touch frequency conditions, determining a frame rate upper limit value corresponding to the update state and the touch state.
And S3, judging whether the interval between the current application of the current game application to the graphic buffer area and the time submitted last time is shorter than the refresh period corresponding to the frame rate upper limit value.
And S4, if the time interval is shorter than the refresh period, delaying the response of the current application of the graphics buffer.
In this embodiment, it is considered that not all scenes are largely switched during the use of the game application, for example, in the original game application, a user may call up a map, and the picture does not change drastically when the map appears, and a high refresh rate is not necessary at this time, for example, 60 frames already make the picture smooth, and at this time, rendering is performed at a frame rate of 120 frames, because the game picture itself does not update the picture, and the 60 frames that are rendered and rendered at this time are meaningless, but instead, the CPU, the GPU, the DPU, and the like are busy, thereby causing power waste. In the existing Android architecture design, the update power of the game picture is controlled by application, and the mobile phone system can only determine the maximum refresh rate, so that in order to meet the requirement of a user on high-brushing experience, the mobile phone system can only select to enable the mobile phone to run at the maximum refresh rate supported by the game, and thus, a lot of electric quantity is wasted in some places which do not need high brushing in the game process.
In the present embodiment, in order to solve the above problem, a mechanism for dynamically adjusting an application high frame rate is proposed, in which two sub-mechanisms and a decision maker are first designed, and the two sub-mechanisms are a frame compensation mechanism and a frame suppression mechanism, respectively.
The decision maker can comprehensively judge the maximum frame rate allowed to be applied according to multiple factors such as the current electric quantity of the mobile phone, the game type, the updating frequency of the game picture, the content of the game picture, the touch operation of a user on a screen and the like.
In this embodiment, considering that the picture update mechanism of the Android is executed according to the vsync vertical synchronization signal, the system rendering system will synthesize the picture only when the vsync signal arrives, and when the vsync signal arrives, it is found that a certain layer has no frame data submitted, picture enhancement is performed based on the previous frame picture, then a new frame is generated, and the new frame is sent to the picture synthesizer to synthesize the final picture, which is the frame compensation mechanism. Based on the above operation mechanism, after determining that the game frame is not updated greatly, and that the user does not touch the screen and the application frame rate is too high, the embodiment decides to start the frame suppression mechanism to suppress the application frame rate. In this embodiment, the idea of implementing the suppression is based on the working principle of the basic management component of the Android for the Graphic Buffer graphics Buffer. Specifically, in an Android system, a Graphic Buffer area Graphic Buffer for drawing a picture needs to be applied to the system, usually one layer corresponds to two or three Graphic buffers, the next Graphic Buffer is applied to the system when the next frame of picture is to be drawn, a frame suppression mechanism calculates the permitted refresh rate of the application at the moment according to the current state and the scene of the mobile phone, and if the refresh rate is exceeded, the frame suppression mechanism delays to provide the Graphic Buffer, so that the aim of suppressing the current game refresh rate is fulfilled.
In this embodiment, first, in the game process, the update state and the touch state of the current game screen are monitored; then, when the update state meets a preset update area condition and an update proportion condition and the touch state meets a preset touch area condition and a preset touch frequency condition, determining a frame rate upper limit value corresponding to the update state and the touch state; judging whether the current application of the current game application to the graphic buffer area and the time interval submitted last time are shorter than the refreshing period corresponding to the frame rate upper limit value or not; and if the time interval is shorter than the refreshing period, delaying the response of the current application of the graphic buffer area.
Optionally, in this embodiment, please refer to the delay application sequence diagram shown in fig. 11, the decision maker provides an upper frame rate limit according to the current comprehensive information of the mobile phone, and when the application submits the graphical Buffer, determines whether the limit is exceeded, for example, taking the limit as 90fps, that is, when the game application submits 90 graphical buffers at most every second, that is, the time interval between two times of submitting buffers is 11.11ms, the time when the game application submits the graphical Buffer is allowed when the last time of submitting the graphical Buffer is greater than or equal to 11.11ms, and is not allowed when the last time of submitting the graphical Buffer is less than 11.11ms, and then enters the frame suppression mechanism. In this embodiment, the frame suppression mechanism calculates a delay time based on the interval of the current previous frame, for example, if the game application uses 10ms intervals to frame, the frame suppression mechanism delays the frame by 1.11ms and provides the Graphic Buffer to the frame.
It can be seen that, in this embodiment, through the frame compensation mechanism and the frame suppression mechanism, the frame rate of the picture of the high-speed game can be dynamically adjusted according to different scenes and different states of the mobile phone, so that dynamic balance between game experience and power consumption control is realized, and the game playing time of the mobile phone is greatly prolonged.
The method has the advantages that the updating state and the touch state of the current game picture are monitored in the game process; when the update state meets a preset update area condition and an update proportion condition and the touch state meets a preset touch area condition and a preset touch frequency condition, determining a frame rate upper limit value corresponding to the update state and the touch state; judging whether the current application of the current game application to the graphic buffer area and the time interval submitted last time are shorter than the refreshing period corresponding to the frame rate upper limit value or not; and if the time interval is shorter than the refreshing period, delaying the response of the current application of the graphic buffer area. The method and the device realize a humanized dynamic control scheme of the game frame rate, and a user does not need to execute complicated setting, so that the game experience and the power consumption control can reach dynamic balance, the game playing time is greatly prolonged, and the game playing experience is enhanced.
Example two
Fig. 4 is a flowchart of a second embodiment of a method for dynamically adjusting a game frame rate according to the present invention, where based on the above embodiments, the monitoring of the update state and the touch state of the current game screen during the game process includes:
and S11, monitoring the game picture under the game progress when the game process is in a preset game progress.
S12, acquiring the updated area in the game picture and the updated proportion of the updated area in the game picture.
The method has the advantages that the game picture under the game progress is monitored when the game process is in the preset game progress; and acquiring an updating area in the game picture and an updating proportion of the updating area in the game picture. The method and the device realize a humanized dynamic control scheme of the game frame rate, and a user does not need to execute complicated setting, so that the game experience and the power consumption control can reach dynamic balance, the game playing time is greatly prolonged, and the game playing experience is enhanced.
EXAMPLE III
Fig. 5 is a flowchart of a third embodiment of a method for dynamically adjusting a game frame rate according to the present invention, where based on the above embodiments, the method for monitoring an update state and a touch state of a current game screen during a game further includes:
s13, when the game process is in the game progress, monitoring the touch state in the game progress.
S14, acquiring a touch area in the touch state and the response frequency of the touch signal in the touch area.
The method has the advantages that the touch control state under the game progress is monitored when the game process is in the game progress; and acquiring a touch area in the touch state and the response frequency of the touch signal in the touch area. The method and the device realize a humanized dynamic control scheme of the game frame rate, and a user does not need to execute complicated setting, so that the game experience and the power consumption control can reach dynamic balance, the game playing time is greatly prolonged, and the game playing experience is enhanced.
Example four
Fig. 6 is a flowchart of a game frame rate dynamic control method according to a fourth embodiment of the present invention, where based on the foregoing embodiments, the determining a frame rate upper limit corresponding to the update state and the touch state when the update state satisfies a preset update area condition and an update ratio condition and the touch state satisfies a preset touch area condition and a preset touch frequency condition includes:
and S21, determining the updating area condition according to the game main body characters in the game picture.
S22, determining the updating proportion condition according to the position and the proportion of the game main body character on the game picture.
The embodiment has the advantages that the updating area condition is determined according to the game main body characters in the game picture; and determining the updating proportion condition according to the position and the proportion of the game subject character in the game picture. The method and the device realize a humanized dynamic control scheme of the game frame rate, and a user does not need to execute complicated setting, so that the game experience and the power consumption control can reach dynamic balance, the game playing time is greatly prolonged, and the game playing experience is enhanced.
EXAMPLE five
Fig. 7 is a flowchart of a fifth embodiment of a game frame rate dynamic control method according to the present invention, where based on the above embodiments, when the update state satisfies a preset update area condition and an update ratio condition, and the touch state satisfies a preset touch area condition and a touch frequency condition, the determining a frame rate upper limit corresponding to the update state and the touch state further includes:
and S23, determining the touch area condition according to the control key area corresponding to the game main body character.
S24, determining the touch frequency condition according to the response frequency of the touch signal of the control key area.
The method has the advantages that the touch area condition is determined according to the control key area corresponding to the game subject character; determining the touch frequency condition according to the response frequency of the touch signal of the control key area. The method and the device realize a humanized dynamic control scheme of the game frame rate, and a user does not need to execute complicated setting, so that the game experience and the power consumption control can reach dynamic balance, the game playing time is greatly prolonged, and the game playing experience is enhanced.
EXAMPLE six
Fig. 8 is a flowchart of a game frame rate dynamic control method according to a sixth embodiment of the present invention, where based on the foregoing embodiments, when the update state satisfies a preset update area condition and an update ratio condition, and the touch state satisfies a preset touch area condition and a touch frequency condition, the determining a frame rate upper limit corresponding to the update state and the touch state further includes:
and S25, determining a frame rate value corresponding to the updating state and the touch state.
And S26, when the frame rate value is smaller than the real-time frame rate range of the current system, using the frame rate value as the frame rate upper limit value.
The method has the advantages that the frame rate value corresponding to the updating state and the touch state is determined; and when the frame rate value is smaller than the real-time frame rate range of the current system, taking the frame rate value as the frame rate upper limit value. The method and the device realize a humanized dynamic control scheme of the game frame rate, and a user does not need to execute complicated setting, so that the game experience and the power consumption control can reach dynamic balance, the game playing time is greatly prolonged, and the game playing experience is enhanced.
EXAMPLE seven
Fig. 9 is a flowchart of a game frame rate dynamic control method according to a seventh embodiment of the present invention, where based on the foregoing embodiment, the determining whether a time interval between a current application of a current game application to a graphics buffer and a previous submission is shorter than a refresh period corresponding to the frame rate upper limit value includes:
and S31, determining the application number of the graphic buffer area according to the updating state.
And S32, judging whether the time interval between the current application and the last submission of the graphics buffer of the application number is shorter than the refreshing period.
The embodiment has the advantages that the application number of the graphic buffer area is determined according to the updating state; and judging whether the time interval between the current application and the last submission of the graphics buffer of the application number is shorter than the refreshing period. The method and the device realize a humanized dynamic control scheme of the game frame rate, and a user does not need to execute complicated setting, so that the game experience and the power consumption control can reach dynamic balance, the game playing time is greatly prolonged, and the game playing experience is enhanced.
Example eight
Fig. 10 is a flowchart of an eighth embodiment of a method for dynamically adjusting a game frame rate according to the present invention, where based on the above embodiments, if the time interval is shorter than the refresh period, the method for delaying response to the current application of the graphics buffer includes:
s41, delaying the response of the current application of the graphic buffer area, and meanwhile, determining the updated refresh cycle according to the application time of the current application, the update state and the touch state.
S42, after delaying the response of the current application of the graphics buffer, determining the delay response time of the next application of the game application to the graphics buffer according to the updated refresh cycle.
The embodiment has the advantages that the current application of the graphic buffer area is delayed to be responded, and meanwhile, the updated refreshing period is determined according to the application time of the current application, the updating state and the touch state; and after the current application of the graphic buffer area is delayed and responded, determining the delay response time of the next application of the game application to the graphic buffer area according to the updated refreshing period. The method and the device realize a humanized dynamic control scheme of the game frame rate, and a user does not need to execute complicated setting, so that the game experience and the power consumption control can reach dynamic balance, the game playing time is greatly prolonged, and the game playing experience is enhanced.
Example nine
Based on the foregoing embodiments, the present invention further provides a dynamic game frame rate adjusting and controlling device, which includes a memory, a processor, and a computer program stored on the memory and executable on the processor, where the computer program, when executed by the processor, implements the steps of the dynamic game frame rate adjusting and controlling method as described in 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 embodiments, the present invention further provides a computer-readable storage medium, where a game frame rate dynamic control program is stored on the computer-readable storage medium, and when the game frame rate dynamic control program is executed by a processor, the steps of the game frame rate dynamic control method as described in any one of the above 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 dynamic game frame rate control method is characterized by comprising the following steps:
monitoring the updating state and the touch state of the current game picture in the game process;
when the update state meets a preset update area condition and an update proportion condition and the touch state meets a preset touch area condition and a preset touch frequency condition, determining a frame rate upper limit value corresponding to the update state and the touch state;
judging whether the current application of the current game application to the graphic buffer area and the time interval submitted last time are shorter than the refreshing period corresponding to the frame rate upper limit value or not;
and if the time interval is shorter than the refreshing period, delaying the response of the current application of the graphic buffer area.
2. The method as claimed in claim 1, wherein the step of monitoring the update state and the touch state of the current game screen during the game process comprises:
monitoring the game picture under the game progress when the game process is in a preset game progress;
and acquiring an updating area in the game picture and an updating proportion of the updating area in the game picture.
3. The method as claimed in claim 2, wherein the step of monitoring the update state and the touch state of the current game screen during the game process further comprises:
monitoring the touch state under the game progress when the game process is in the game progress;
and acquiring a touch area in the touch state and the response frequency of the touch signal in the touch area.
4. The method as claimed in claim 3, wherein the determining the upper limit value of the frame rate corresponding to the update state and the touch state when the update state satisfies a preset update area condition and an update ratio condition and the touch state satisfies a preset touch area condition and a touch frequency condition includes:
determining the updating area condition according to the game main body characters in the game picture;
and determining the updating proportion condition according to the position and the proportion of the game subject character in the game picture.
5. The method as claimed in claim 4, wherein when the update status satisfies a preset update area condition and an update ratio condition and the touch status satisfies a preset touch area condition and a touch frequency condition, determining an upper limit value of the frame rate corresponding to the update status and the touch status, further comprises:
determining the touch area condition according to the control key area corresponding to the game subject character;
determining the touch frequency condition according to the response frequency of the touch signal of the control key area.
6. The method as claimed in claim 5, wherein when the update status satisfies a preset update area condition and an update ratio condition and the touch status satisfies a preset touch area condition and a touch frequency condition, determining an upper limit of the frame rate corresponding to the update status and the touch status further comprises:
determining a frame rate value corresponding to the update state and the touch state;
and when the frame rate value is smaller than the real-time frame rate range of the current system, taking the frame rate value as the frame rate upper limit value.
7. The method as claimed in claim 6, wherein the determining whether the time interval between the current application and the last submission of the current game application to the graphics buffer is shorter than the refresh period corresponding to the frame rate upper limit value includes:
determining the application number of the graphic buffer area according to the updating state;
and judging whether the time interval between the current application and the last submission of the graphics buffer of the application number is shorter than the refreshing period.
8. The method as claimed in claim 7, wherein the step of delaying the response to the current application of the graphics buffer if the time interval is shorter than the refresh period comprises:
delaying the response of the current application of the graphic buffer area, and simultaneously determining the updated refreshing cycle according to the application time of the current application, the updating state and the touch state;
and after the current application of the graphic buffer area is delayed and responded, determining the delay response time of the next application of the game application to the graphic buffer area according to the updated refreshing period.
9. A dynamic frame rate control device, comprising a memory, a processor and a computer program stored in the memory and operable on the processor, wherein the computer program, when executed by the processor, implements the steps of the dynamic frame rate control method according to any one of claims 1 to 8.
10. A computer-readable storage medium, wherein a game frame rate dynamic adjustment program is stored on the computer-readable storage medium, and when executed by a processor, the method according to any one of claims 1 to 8 is implemented.
CN202111683727.0A 2021-12-29 2021-12-29 Method and device for dynamically regulating and controlling game frame rate and computer readable storage medium Pending CN114356146A (en)

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Country Link
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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114632329A (en) * 2022-05-16 2022-06-17 荣耀终端有限公司 Terminal equipment performance adjusting method and related device

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114632329A (en) * 2022-05-16 2022-06-17 荣耀终端有限公司 Terminal equipment performance adjusting method and related device
CN114632329B (en) * 2022-05-16 2022-10-25 荣耀终端有限公司 Terminal equipment performance adjusting method and related device

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