CN116870462B - Game data rendering method and device - Google Patents

Game data rendering method and device Download PDF

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Publication number
CN116870462B
CN116870462B CN202310890225.8A CN202310890225A CN116870462B CN 116870462 B CN116870462 B CN 116870462B CN 202310890225 A CN202310890225 A CN 202310890225A CN 116870462 B CN116870462 B CN 116870462B
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game
determining
data
delay
rendering
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CN116870462A (en
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梁宏亮
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Zhejiang Ten Warriors Network Technology Co ltd
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Zhejiang Ten Warriors Network Technology Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L47/00Traffic control in data switching networks
    • H04L47/10Flow control; Congestion control
    • H04L47/32Flow control; Congestion control by discarding or delaying data units, e.g. packets or frames

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The invention provides a game data rendering method and a device, which belong to the technical field of game image processing, and specifically comprise the following steps: obtaining a game client corresponding to the game running terminals, determining busyness according to data processing delay of the game client, the number of the corresponding game running terminals and the uploading data quantity, determining processing delay of the rendering data quantity through busyness and network connection state values, and when the processing delay does not meet the requirements, performing rendering processing of the game data through the game running terminals and taking the rendering processing as local rendering processing, determining rendering accuracy through time length of the local rendering processing, operation times and operation types of users, and outputting early warning signals when the rendering accuracy cannot meet the requirements, so that efficient processing of game data rendering is achieved.

Description

Game data rendering method and device
Technical Field
The invention belongs to the technical field of game image processing, and particularly relates to a game data rendering method and device.
Background
In order to process game data and perform image rendering, when it is determined that network connection is in an abnormal connection state in the issued patent "a game data rendering method, apparatus, device and storage medium", a prediction rendering instruction for rendering update is determined according to the target prediction operation data and the first game video frame, and the prediction rendering instruction and the target prediction operation data are sent to the terminal, but the following technical problems exist:
1. the determination of the rendering data amount by combining the operation data of the user is not considered, and the determination of the rendering method is performed according to the rendering data amount, specifically, in the process of performing the rendering of the operation data of the user, although there may be a network delay, if the network connection state can meet the requirement of the rendering data amount, the requirement of game rendering can still be met, so if the above factors are not considered, there is a possibility that a large deviation exists in the rendering result of the game data.
2. The estimation of the rendering accuracy is not considered in combination with the data such as the time of the predictive rendering, specifically, when the time of the predictive rendering is long, the deviation amount of the game scene and the actual game scene caused by the operation of the user is large, so if the feedback cannot be timely output according to the estimation result of the rendering accuracy, the game experience of the user is possibly poor.
Aiming at the technical problems, the invention provides a game data rendering method and device.
Disclosure of Invention
In order to achieve the purpose of the invention, the invention adopts the following technical scheme:
according to one aspect of the present invention, there is provided a game data rendering method.
A game data rendering method is characterized by comprising the following steps:
s11, acquiring a game client corresponding to a game running terminal, determining busyness of the game client according to data processing delay of the game client, the number of the corresponding game running terminals and uploading data quantity, determining whether the game client is abnormal or not according to the busyness, if so, entering step S14, otherwise, entering step S12;
s12, determining a network connection state value through network delay, network bandwidth and network jitter of the game running terminal, determining whether the network connection state is abnormal or not through the network connection state value, if so, entering a step S14, and if not, entering a step S13;
s13, determining the rendering data quantity of the user through operation data of the user, determining the processing delay of the rendering data quantity through the busyness and the network connection state value, judging whether the processing delay meets the requirement, if so, performing rendering processing of game data through the game client, and if not, entering step S14;
s14, performing rendering processing of the game data through the game running terminal, using the rendering processing as local rendering processing, determining the rendering accuracy through the time length of the local rendering processing, the operation times of the user and the operation types, and outputting an early warning signal when the rendering accuracy cannot meet the requirement.
And determining the busyness of the game client according to the data processing delay of the game client, the number of corresponding game running terminals and the uploading data quantity, so that the determination of the rendering processing mode of the game data is realized from the busyness condition of the game client, and the running stability of the game is further ensured.
The network delay, the network bandwidth and the network jitter of the game running terminal are utilized to determine the network connection state value, so that the determination of the rendering processing mode of the game running terminal from the angle of the network connection state is realized, the judging efficiency is improved, and the technical problem that the running stability of the game is influenced due to the problem of the network connection state is avoided.
And determining the rendering data quantity of the user through the operation data of the user, and determining the processing delay of the rendering data quantity through the busyness and the network connection state value, so that the determination of the rendering mode of the game data is realized from the aspect of processing delay, and the accuracy of the confirmation of the rendering mode of the game data is ensured.
The rendering accuracy is determined through the time length of the local rendering process, the operation times of the user and the operation types, so that the determination of the rendering accuracy from multiple angles is realized, the stability of game running is ensured, and the accuracy of game data rendering is also ensured.
In a second aspect, the present invention provides a computer apparatus comprising: a communicatively coupled memory and processor, and a computer program stored on the memory and capable of running on the processor, characterized by: the processor executes a game data rendering method as described above when running the computer program.
In a third aspect, embodiments of the present application provide a computer-readable storage medium having a computer program stored thereon, which when executed in a computer, causes the computer to perform a game data rendering method as described above.
Additional features and advantages will be set forth in the description which follows, and in part will be apparent from the description, or may be learned by practice of the invention. The objectives and other advantages of the invention will be realized and attained by the structure particularly pointed out in the written description and drawings.
In order to make the above objects, features and advantages of the present invention more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
The above and other features and advantages of the present invention will become more apparent by describing in detail exemplary embodiments thereof with reference to the attached drawings.
FIG. 1 is a flow chart of a game data rendering method;
FIG. 2 is a flowchart of specific steps of determining busyness of a game client;
FIG. 3 is a block diagram of an intelligent grain bin temperature and humidity control system.
Detailed Description
In order to make the technical solutions in the present specification better understood by those skilled in the art, the technical solutions in the embodiments of the present specification will be clearly and completely described below with reference to the drawings in the embodiments of the present specification, and it is obvious that the described embodiments are only some embodiments of the present specification, not all embodiments. All other embodiments, which can be made by one of ordinary skill in the art based on the embodiments herein without making any inventive effort, shall fall within the scope of the present disclosure.
In order to solve the above problems, according to one aspect of the present invention, as shown in fig. 1, there is provided a game data rendering method according to one aspect of the present invention, comprising:
s11, acquiring a game client corresponding to a game running terminal, determining busyness of the game client according to data processing delay of the game client, the number of the corresponding game running terminals and uploading data quantity, determining whether the game client is abnormal or not according to the busyness, if so, entering step S14, otherwise, entering step S12;
the game client is a terminal for processing data of a game execution terminal of a user, and may be generally set up by a server or the like.
The data processing delay of the game client is determined according to the time from the receiving of the uploading data of the game running terminal to the outputting of the rendering instruction to the game running terminal.
Specifically, as shown in fig. 2, the specific steps of determining the busyness of the game client are as follows:
s21, determining whether the game client is in a busy state or not according to the number of the game running terminals corresponding to the game client, if so, determining that the game client is abnormal, and if not, entering step S22;
s22, taking a game running terminal corresponding to the game client as a service running terminal, dividing the service running terminal into a busy running terminal and a general running terminal according to the uploading data amount of the service running terminal in unit time, determining the data processing busyness of the game client according to the number of the busy running terminals, the uploading data amount, the number of the general running terminals and the uploading data amount, and determining whether the game client meets the requirement according to the data processing busyness, if yes, entering step S24, otherwise entering step S23;
s23, determining a delay operation terminal through data processing delay of the game client when data processing of different service operation terminals is performed, determining a delay evaluation value of the game client through the number, proportion and delay amount of the delay operation terminals, determining whether the game client is in a busy state or not through the delay evaluation value, if yes, determining that the game client is abnormal, and if no, entering step S24;
s24, determining the busyness of the game client through the delay evaluation value, the data processing busyness and the number of game running terminals corresponding to the game client.
It can be understood that determining whether the game client is in a busy state according to the number of game running terminals corresponding to the game client specifically includes:
and when the number of the game running terminals corresponding to the game client is larger than the preset number, determining that the game client is in a busy state.
Specifically, the method for determining the delay evaluation value includes:
s31, acquiring the number of the delay operation terminals, determining whether the game client is in a suspected busy state or not according to the number of the delay operation terminals and the data processing busyness, if so, entering a step S32, and if not, entering a step S34;
s32, determining whether the game client is in a busy state according to the proportion of the time delay operation terminals, if so, determining that the game client is in the busy state, and if not, entering step S33;
s33, determining a delay amount average value of the delay operation terminal according to the delay amount of the delay operation terminal, determining whether the game client is in a busy state according to the delay amount average value of the delay operation terminal, if so, determining that the game client is in the busy state, and if not, entering step S34;
s34, determining the delay evaluation value of the game client by the number, the proportion and the delay amount of the delay operation terminals.
And determining the busyness of the game client according to the data processing delay of the game client, the number of corresponding game running terminals and the uploading data quantity, so that the determination of the rendering processing mode of the game data is realized from the busyness condition of the game client, and the running stability of the game is further ensured.
S12, determining a network connection state value through network delay, network bandwidth and network jitter of the game running terminal, determining whether the network connection state is abnormal or not through the network connection state value, if so, entering a step S14, and if not, entering a step S13;
further, the method for determining the network connection state value comprises the following steps:
s41, determining whether the network connection state is required to be evaluated or not through the network delay of the game running terminal, if so, entering a step S44, and if not, entering a step S42;
s42, acquiring network jitter of the game running terminal, judging a network connection stable value of the game running terminal according to the maximum value and the average value of the network jitter of the game running terminal in the latest set time and the duration of the network jitter, determining whether the network connection state is abnormal or not according to the network connection stable value, if so, determining that the network connection state of the game running terminal is abnormal, and if not, entering step S43;
s43, determining transmission delay through the network bandwidth of the game running terminal and the uploading data volume of the game running terminal, determining whether the network connection state is abnormal or not through the transmission delay, if so, determining that the network connection state of the game running terminal is abnormal, and if not, entering step S44;
s44, determining the network connection state value through the transmission delay, the network delay and the network connection stable value.
It should be noted that, the value range of the network connection state value is between 0 and 1, where the larger the network connection state value is, the better the network connection state is.
The network delay, the network bandwidth and the network jitter of the game running terminal are utilized to determine the network connection state value, so that the determination of the rendering processing mode of the game running terminal from the angle of the network connection state is realized, the judging efficiency is improved, and the technical problem that the running stability of the game is influenced due to the problem of the network connection state is avoided.
S13, determining the rendering data quantity of the user through operation data of the user, determining the processing delay of the rendering data quantity through the busyness and the network connection state value, judging whether the processing delay meets the requirement, if so, performing rendering processing of game data through the game client, and if not, entering step S14;
further, determining the rendering data amount of the user according to the operation data of the user specifically includes:
and carrying out operation type and operation times of the user according to the operation data of the user, and determining the rendering data amount of the user by combining the game frame rate of the user.
Specifically, the specific steps of confirming the processing delay of the rendering data amount are as follows:
determining uploading delay time according to the operation data of the user and the network connection state value, determining whether the processing delay meets the requirement or not according to the uploading delay time, if so, entering the next step, and if not, determining that the processing delay can not meet the requirement;
performing data processing delay of a game client of the operation data of the user according to the operation data of the user and the busyness, determining whether the processing delay meets requirements or not according to the uploading delay time and the data processing delay of the game client, if so, entering the next step, and if not, determining that the processing delay cannot meet the requirements;
determining the issuing delay time through the operation data of the user and the network connection state value, and determining the processing delay of the rendering data quantity by combining the network jitter of the game running terminal through the uploading delay time, the data processing delay of the game client and the issuing delay time.
And determining the rendering data quantity of the user through the operation data of the user, and determining the processing delay of the rendering data quantity through the busyness and the network connection state value, so that the determination of the rendering mode of the game data is realized from the aspect of processing delay, and the accuracy of the confirmation of the rendering mode of the game data is ensured.
S14, performing rendering processing of the game data through the game running terminal, using the rendering processing as local rendering processing, determining the rendering accuracy through the time length of the local rendering processing, the operation times of the user and the operation types, and outputting an early warning signal when the rendering accuracy cannot meet the requirement.
Specifically, for example, the method for determining the rendering accuracy rate includes:
s51, acquiring the time length of the local rendering process, determining whether the rendering accuracy meets the requirement or not according to the time length of the local rendering process, if yes, entering a step S52, if not, determining that the rendering accuracy can not meet the requirement, and outputting an early warning signal;
s52, acquiring the operation type of the user, and entering a step S53 if yes and entering a step S54 if no according to the fact that the type of the operation type of the user is larger than the set operation quantity;
s53, screening operation types according to operation times of different operation types of the user, determining operation rendering accuracy of the user according to the type of the screening operation types, the operation times of different operation types and the operation times of the user, judging whether the operation rendering accuracy of the user is larger than the set operation number, if yes, entering a step S54, if not, determining that the rendering accuracy cannot meet requirements, and outputting an early warning signal;
s54, determining the rendering accuracy through the operation rendering accuracy of the user, the operation type and the time length of the local rendering process.
The rendering accuracy is determined through the time length of the local rendering process, the operation times of the user and the operation types, so that the determination of the rendering accuracy from multiple angles is realized, the stability of game running is ensured, and the accuracy of game data rendering is also ensured.
In another aspect, the present invention provides a computer apparatus comprising: a communicatively coupled memory and processor, and a computer program stored on the memory and capable of running on the processor, characterized by: the processor executes a game data rendering method as described above when running the computer program.
In another aspect, embodiments of the present application provide a computer-readable storage medium having a computer program stored thereon, which when executed in a computer, causes the computer to perform a game data rendering method as described above.
In this specification, each embodiment is described in a progressive manner, and identical and similar parts of each embodiment are all referred to each other, and each embodiment mainly describes differences from other embodiments. In particular, for apparatus, devices, non-volatile computer storage medium embodiments, the description is relatively simple, as it is substantially similar to method embodiments, with reference to the section of the method embodiments being relevant.
The foregoing describes specific embodiments of the present disclosure. Other embodiments are within the scope of the following claims. In some cases, the actions or steps recited in the claims can be performed in a different order than in the embodiments and still achieve desirable results. In addition, the processes depicted in the accompanying figures do not necessarily require the particular order shown, or sequential order, to achieve desirable results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
The foregoing is merely one or more embodiments of the present description and is not intended to limit the present description. Various modifications and alterations to one or more embodiments of this description will be apparent to those skilled in the art. Any modification, equivalent replacement, improvement, or the like, which is within the spirit and principles of one or more embodiments of the present description, is intended to be included within the scope of the claims of the present description.

Claims (10)

1. A game data rendering method is characterized by comprising the following steps:
s11, acquiring a game client corresponding to a game running terminal, determining busyness of the game client according to data processing delay of the game client, the number of the corresponding game running terminals and uploading data quantity, determining whether the game client is abnormal or not according to the busyness, if so, entering step S14, otherwise, entering step S12;
s12, determining a network connection state value through network delay, network bandwidth and network jitter of the game running terminal, determining whether the network connection state is abnormal or not through the network connection state value, if so, entering a step S14, and if not, entering a step S13;
s13, determining the rendering data quantity of the user through operation data of the user, determining the processing delay of the rendering data quantity through the busyness and the network connection state value, judging whether the processing delay meets the requirement, if so, performing rendering processing of game data through the game client, and if not, entering step S14;
s14, performing rendering processing of the game data through the game running terminal, using the rendering processing as local rendering processing, determining the rendering accuracy through the time length of the local rendering processing, the operation times of the user and the operation types, and outputting an early warning signal when the rendering accuracy cannot meet the requirement.
2. The game data rendering method of claim 1, wherein the data processing delay of the game client is determined according to a time from receiving the upload data of the game execution terminal to outputting a rendering instruction to the game execution terminal by the game client.
3. The game data rendering method as claimed in claim 1, wherein the determining of the busyness of the game client comprises the specific steps of:
s21, determining whether the game client is in a busy state or not according to the number of the game running terminals corresponding to the game client, if so, determining that the game client is abnormal, and if not, entering step S22;
s22, taking a game running terminal corresponding to the game client as a service running terminal, dividing the service running terminal into a busy running terminal and a general running terminal according to the uploading data amount of the service running terminal in unit time, determining the data processing busyness of the game client according to the number of the busy running terminals, the uploading data amount, the number of the general running terminals and the uploading data amount, and determining whether the game client meets the requirement according to the data processing busyness, if yes, entering step S24, otherwise entering step S23;
s23, determining a delay operation terminal through data processing delay of the game client when data processing of different service operation terminals is performed, determining a delay evaluation value of the game client through the number, proportion and delay amount of the delay operation terminals, determining whether the game client is in a busy state or not through the delay evaluation value, if yes, determining that the game client is abnormal, and if no, entering step S24;
s24, determining the busyness of the game client through the delay evaluation value, the data processing busyness and the number of game running terminals corresponding to the game client.
4. The game data rendering method as claimed in claim 3, wherein determining whether the game client is in a busy state according to the number of game running terminals corresponding to the game client comprises:
and when the number of the game running terminals corresponding to the game client is larger than the preset number, determining that the game client is in a busy state.
5. A game data rendering method according to claim 3, wherein the method of determining the delay evaluation value is:
s31, acquiring the number of the delay operation terminals, determining whether the game client is in a suspected busy state or not according to the number of the delay operation terminals and the data processing busyness, if so, entering a step S32, and if not, entering a step S34;
s32, determining whether the game client is in a busy state according to the proportion of the time delay operation terminals, if so, determining that the game client is in the busy state, and if not, entering step S33;
s33, determining a delay amount average value of the delay operation terminal according to the delay amount of the delay operation terminal, determining whether the game client is in a busy state according to the delay amount average value of the delay operation terminal, if so, determining that the game client is in the busy state, and if not, entering step S34;
s34, determining the delay evaluation value of the game client by the number, the proportion and the delay amount of the delay operation terminals.
6. The game data rendering method of claim 1, wherein the method for determining the network connection status value is as follows:
s41, determining whether the network connection state is required to be evaluated or not through the network delay of the game running terminal, if so, entering a step S44, and if not, entering a step S42;
s42, acquiring network jitter of the game running terminal, judging a network connection stable value of the game running terminal according to the maximum value and the average value of the network jitter of the game running terminal in the latest set time and the duration of the network jitter, determining whether the network connection state is abnormal or not according to the network connection stable value, if so, determining that the network connection state of the game running terminal is abnormal, and if not, entering step S43;
s43, determining transmission delay through the network bandwidth of the game running terminal and the uploading data volume of the game running terminal, determining whether the network connection state is abnormal or not through the transmission delay, if so, determining that the network connection state of the game running terminal is abnormal, and if not, entering step S44;
s44, determining the network connection state value through the transmission delay, the network delay and the network connection stable value.
7. The game data rendering method of claim 1, wherein the network connection state value ranges from 0 to 1, and wherein the larger the network connection state value is, the better the network connection state is.
8. The game data rendering method according to claim 1, wherein the determination of the rendering data amount of the user is performed by operation data of the user, specifically comprising:
and carrying out operation type and operation times of the user according to the operation data of the user, and determining the rendering data amount of the user by combining the game frame rate of the user.
9. A computer apparatus, comprising: a communicatively coupled memory and processor, and a computer program stored on the memory and capable of running on the processor, characterized by: the processor, when executing the computer program, performs a game data rendering method as claimed in any one of claims 1 to 8.
10. A computer readable storage medium having stored thereon a computer program which, when executed in a computer, causes the computer to perform a game data rendering method according to any one of claims 1-8.
CN202310890225.8A 2023-07-20 2023-07-20 Game data rendering method and device Active CN116870462B (en)

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