WO2019020001A1 - 一种游戏画面的显示方法、装置及计算机可读存储介质 - Google Patents

一种游戏画面的显示方法、装置及计算机可读存储介质 Download PDF

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Publication number
WO2019020001A1
WO2019020001A1 PCT/CN2018/096788 CN2018096788W WO2019020001A1 WO 2019020001 A1 WO2019020001 A1 WO 2019020001A1 CN 2018096788 W CN2018096788 W CN 2018096788W WO 2019020001 A1 WO2019020001 A1 WO 2019020001A1
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Prior art keywords
display mode
display
client
screen
game
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PCT/CN2018/096788
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English (en)
French (fr)
Inventor
方觉晓
单晖
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腾讯科技(深圳)有限公司
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Priority to EP18837610.7A priority Critical patent/EP3659684A4/en
Publication of WO2019020001A1 publication Critical patent/WO2019020001A1/zh
Priority to US16/749,869 priority patent/US11103790B2/en

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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • 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
    • A63F13/25Output arrangements for video game devices
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M1/00Substation equipment, e.g. for use by subscribers
    • H04M1/72Mobile telephones; Cordless telephones, i.e. devices for establishing wireless links to base stations without route selection
    • H04M1/724User interfaces specially adapted for cordless or mobile telephones
    • H04M1/72403User interfaces specially adapted for cordless or mobile telephones with means for local support of applications that increase the functionality
    • H04M1/72427User interfaces specially adapted for cordless or mobile telephones with means for local support of applications that increase the functionality for supporting games or graphical animations
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/431Generation of visual interfaces for content selection or interaction; Content or additional data rendering
    • H04N21/4318Generation of visual interfaces for content selection or interaction; Content or additional data rendering by altering the content in the rendering process, e.g. blanking, blurring or masking an image region
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/44Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs
    • H04N21/4402Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs involving reformatting operations of video signals for household redistribution, storage or real-time display
    • H04N21/440281Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs involving reformatting operations of video signals for household redistribution, storage or real-time display by altering the temporal resolution, e.g. by frame skipping
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/442Monitoring of processes or resources, e.g. detecting the failure of a recording device, monitoring the downstream bandwidth, the number of times a movie has been viewed, the storage space available from the internal hard disk
    • H04N21/4424Monitoring of the internal components or processes of the client device, e.g. CPU or memory load, processing speed, timer, counter or percentage of the hard disk space used
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/552Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program

Definitions

  • the present application relates to the field of the Internet, and in particular to a method and device for displaying a game screen and a computer readable storage medium.
  • the online game client currently provides the function of setting the performance effect of the game in the client.
  • the embodiment of the present application provides a method, a device, and a computer readable storage medium for displaying a game screen, so as to solve the technical problem that the game cannot be smoothly operated in the related art.
  • a method for displaying a game screen includes: displaying a screen in a target game in a client according to a first display manner when a client of the target game runs the target game.
  • the client is installed on the mobile device; the first state information of the mobile device is obtained, where the first state information is used to indicate a state of the mobile device when the client performs display according to the first display manner;
  • the display mode of the client is switched from the first display mode to the second display mode, and the screen in the target game is continuously displayed in the client according to the second display mode, wherein the second The display mode is a display mode determined according to the first state information, and the target game in the client remains in the running state during the process of switching the display mode.
  • a display device for a game screen comprising: a first display unit, configured to: when the client of the target game runs the target game, according to the first display mode The client displays the screen in the target game, wherein the client is installed on the mobile device; the acquiring unit is configured to acquire the first state information of the mobile device, where the first state information is used to indicate that the mobile device is in the client according to the first a display mode when the display is performed; the second display unit is configured to switch the display mode of the client from the first display mode to the second display mode when the first state information does not match the first display mode, and The screen in the target game is continuously displayed in the client according to the second display mode, wherein the second display mode is the display mode determined according to the first state information, and the target game in the client remains in the running state during the process of switching the display mode.
  • Embodiments of the present application also provide a computer readable storage medium having stored thereon a computer program that, when executed by a processor, implements various steps in the above-described game screen display method.
  • the screen in the target game is displayed in the client according to the first display manner; and the mobile device is displayed when the client displays according to the first display mode.
  • a state information if the first state information does not match the first display mode, the display mode of the client is switched from the first display mode to the second display mode, and the target is continuously displayed in the client according to the second display mode.
  • the target game in the client keeps running state during the process of switching the display mode, and the second display mode is a display mode determined according to the first state information, which is a display matching the current running state of the mobile device.
  • FIG. 1 is a schematic diagram of a game setting interface in the related art
  • FIG. 2 is a schematic diagram of a hardware environment of a method of displaying a game screen according to an embodiment of the present application
  • FIG. 3 is a flowchart of a method for displaying an optional game screen according to an embodiment of the present application
  • FIG. 4 is a schematic diagram of static optimization of an optional game screen according to an embodiment of the present application.
  • FIG. 5 is a schematic diagram of an optional optimization prompt according to an embodiment of the present application.
  • FIG. 6 is a schematic diagram of an optional optimization prompt according to an embodiment of the present application.
  • FIG. 7 is a schematic diagram of an optional game screen in accordance with an embodiment of the present application.
  • FIG. 8 is a schematic diagram of an optional optimization prompt according to an embodiment of the present application.
  • FIG. 9 is a flowchart of a display method of an optional game screen according to an embodiment of the present application.
  • FIG. 10 is a schematic diagram of an optional display device for a game screen according to an embodiment of the present application.
  • FIG. 11 is a structural block diagram of a terminal according to an embodiment of the present application.
  • Runtime After a game program is opened, it often does not directly enter the core content of the game, but starts from the interface of the game's function menu, and then enters the core game part of the game. After the round of the round game, it will return to the menu after a round. status.
  • the runtime here refers specifically to the time period in which the core game part of a game program runs.
  • Dynamic change refers to the state of the game program running, the mobile phone hardware performance conditions and software execution efficiency, due to the consumption of the program itself and the influence of external programs and systems.
  • Static optimization refers to the detection of current device performance at the first time of game startup, and obtains hardware performance information including CPU frequency, total memory, available memory, OpenGL ES version, etc., which affects game operation, and optimizes measures based on the information. .
  • OpenGL ES Fully written in English as OpenGL for Embedded Systems, it is a subset of the OpenGL 3D graphics API designed for embedded devices such as mobile phones, PDAs and game consoles.
  • a method of displaying a game screen is provided.
  • the display method of the game screen may be applied to a hardware environment composed of the server 202 and the terminal 204 as shown in FIG. 2 .
  • the server 202 is connected to the terminal 204 through a network.
  • the network includes but is not limited to a wide area network, a metropolitan area network, or a local area network.
  • the terminal 204 is not limited to a PC, a mobile phone, a tablet, or the like.
  • the display method of the game screen in the embodiment of the present application may be executed by the server 202, may be executed by the terminal 204, or may be jointly executed by the server 202 and the terminal 204.
  • the method for displaying the game screen of the embodiment of the present application by the terminal 204 may also be performed by a client installed thereon.
  • FIG. 3 is a flowchart of a method for displaying an optional game screen according to an embodiment of the present application.
  • the display method is applied to a mobile device installed with a client. As shown in FIG. 3, the method may include the following steps:
  • Step S302 when the target game is run, the mobile terminal displays the screen in the target game in the client according to the first display mode.
  • the above display mode refers to a policy for configuring the screen display in the client, such as the number of display frames, the screen rendering mode, etc., the different display frames and the screen rendering manner are different for the consumption and requirements of the hardware resources of the mobile device.
  • the mobile device In order to enable the mobile device to smoothly run the game in the corresponding display mode, in addition to the hardware resources currently required to be consumed, the mobile device is required to maintain a certain amount of resource margin.
  • Step S304 acquiring first state information of the mobile device.
  • the first state information is a state of the mobile device acquired by the mobile device when the client displays in the first display manner.
  • the first state information may include one or more of information such as the number of display frames when the mobile device runs the game, the consumption of hardware resources, and the remaining amount of hardware resources.
  • Step S306 if the first state information does not match the first display mode, the display mode of the client is switched from the first display mode to the second display mode, and the target game is continuously displayed in the client according to the second display mode.
  • the second display mode is a display mode determined according to the first state information.
  • the target game in the client remains in the running state during the process of switching the display mode.
  • the mobile device In order to ensure that the mobile device runs the game in the first display mode, the mobile device needs to maintain the remaining amount of the hardware resources and the number of display frames required by the first display mode, and the resources in the acquired first state information may be obtained.
  • the information, the number of display frames, and the resource margin and the number of display frames required for the first display mode are compared, if the actual resource margin is not less than the resource margin required by the first display mode, and the actual number of displayed frames If the number of display frames is not less than the required number of display frames, it is determined that the first state information matches the first display mode. Otherwise, it is considered that the two do not match, and the display mode switching is required.
  • the mobile device in order to ensure that the mobile device runs the game in the second display mode, the mobile device needs to maintain the remaining amount of hardware resources and the number of display frames required by the second display mode. At this time, the second display after the switching can be performed.
  • the method repeats the above steps S302 to S306 as a new first display mode, determines whether the display mode matches the first state information obtained again, and then determines whether to switch again.
  • the screen in the target game is displayed in the client according to the first display mode; and the mobile device is obtained when the client displays according to the first display mode.
  • First state information when the first state information does not match the first display mode, the display mode of the client is switched from the first display mode to the second display mode, and the display mode is continued in the client according to the second display mode.
  • the screen in the target game keeps the target game in the client in the process of switching the display mode.
  • the second display mode is the display mode determined according to the first state information, and the current running state of the mobile device is matched, Therefore, it can ensure that the game can run smoothly, and the technical problem that the game cannot run smoothly in the related art can be solved, thereby achieving the technical effect of making the game run more smoothly by adjusting the display mode while ensuring that the game is not interrupted.
  • the game setting is performed before the game starts, and it is not suitable for the mobile phone environment with large changes in performance conditions.
  • the hardware conditions are various and the system is diverse, and the factors that may affect the performance during operation are numerous and complicated.
  • the performance configuration actively selected by the user appears rigid or even out of reality, and the effect of the original smooth game is not achieved.
  • the game settings before the game starts are not suitable for the game with high rhythm requirements.
  • the user For the high-tempo game types such as sports, parkour, racing, etc., the user expects a smooth, Efficient and fast game rhythm, and the traditional optimization method will destroy the rhythm of this game.
  • Players have to pause the game to adjust performance once and for all during the game, resulting in a very poor user experience.
  • step S302 before the client runs the target game, the current state information of the mobile device is acquired; and the first time used to display the screen of the target game in the client when the target game is run is determined according to the current state information of the mobile device.
  • a display mode that is, when the client runs the target game, the first display mode is used to display the screen of the target game in the client. How the mobile device determines the first display mode may specifically include the following two sub-steps:
  • step S3022 an optimization strategy set is formulated.
  • the optimization strategies adopted in the game program include the startup optimization strategy, the runtime execution optimization strategy, and the runtime non-immediate execution optimization strategy. Then, sort each type of optimization strategy separately and list the policy levels, as shown in Table 1:
  • the policy level is related to the performance level of the device.
  • the principle is that the weaker the device performance is, the deeper the policy level needs to be enforced.
  • the policy set is a set that can be supplemented and expanded. With the development of technical knowledge, the policy set can be changed accordingly.
  • the startup optimization strategy, the runtime execution optimization strategy, and the runtime non-immediate execution optimization shown in Table 1 above may be separately determined and separately selected.
  • the mobile device can first determine the policy level of the startup optimization strategy according to its own hardware and operating system conditions, so as to select a suitable startup optimization strategy.
  • the mobile device can also determine the real-time optimization strategy of the runtime and the policy level of the runtime non-instant optimization strategy according to the running state of the mobile device, thereby selecting a suitable instant optimization strategy and a non-instant optimization strategy.
  • the above startup optimization strategy may include adjustment of memory (such as killing some background to free memory), that is, when the target game is started, the startup optimization strategy is used to adjust the memory (to ensure sufficient memory resources and CPU resources).
  • the adjustment of the memory may be pre-classified, for example, including: not cleaning the memory, cleaning the memory occupied by the partial program, cleaning up the memory occupied by all other programs, and the like. In this way, when the game is started, the memory of the mobile device can be adjusted in advance according to the hardware state of the mobile device.
  • the above-mentioned runtime real-time optimization strategy is a strategy that can be adjusted in real time during the running of the game, for example, an adjustment of the display effect in real time during the running of the game.
  • the effect and performance influence degree of the game screen display may be classified in advance, including: a display effect of the full special effect, a display effect of the de-particles, or a display effect of the background layer. In this way, during the running of the game, the display effect can be adjusted instantly according to the state information of the mobile device.
  • the above-mentioned runtime non-instant optimization strategy that is, the process of prompting the user to adjust the running strategy of the game according to the prompted strategy during the running process, for example, reducing the frame dropping strategy of the number of frames displayed on the game screen.
  • the first display mode used by the present application to display the screen of the target game in the client when the target game is run is determined according to the current state information of the mobile device, that is, the corresponding runtime real-time optimization strategy is selected.
  • Step S3024 a static optimization process at startup. As shown in Figure 4:
  • the purpose of using this optimization process is to detect the performance information of the collected mobile phone at the startup of the program, to set the program optimization strategy of the initial state, and lay a good foundation for the next dynamic optimization.
  • the current device performance is detected at the first time of the game startup, and the hardware performance information including the CPU frequency, the total memory (including the SD card memory, the mobile phone memory), the available memory, the OpenGL ES version, the resolution, and the like, which affect the game operation, are acquired.
  • the function ie, machine performance
  • the function is positioned to determine whether the hardware performance information belongs to the performance requirements of the game program, and whether it can be run. Based on the location of the hardware performance information, the user may be informed of the possible risks (such as the current available memory is too small, the OpenGL ES version is not supported, etc.), and the confirmation box as shown in Figure 5 is given to prompt the user "the current mobile phone.
  • the available memory is too small, which may cause the game to run unstable. Are you sure you don't clean the memory and go directly to the game?", which can improve the user experience.
  • the corresponding startup optimization strategy is set by the function positioning information, and the initial state of the in-game runtime optimization strategy is further preset.
  • the startup optimization policy of the memory may not be cleared; if the hardware performance of the obtained mobile device is obtained The information can be determined that a small amount of memory needs to be released to support the running of the game, and the startup optimization strategy of the memory occupied by the partial program can be correspondingly cleaned; if the hardware performance information of the obtained mobile device can be determined that the memory is too small, a large amount of memory needs to be released. Support for the running of the game, you can correspondingly clean up the startup optimization strategy of the memory occupied by all other programs.
  • the appropriate operation may be selected according to the remaining resources of the current CPU and the remaining memory.
  • Time-time policy that is, the first display mode
  • each of the runtime real-time policies here consumes different amounts of CPU resources and memory resources (may be within a certain range of CPU resources, within a certain range of memory resources) Therefore, a runtime real-time strategy can be determined by judging the current CPU resource remaining amount and the memory resource remaining amount, including the runtime real-time optimization strategy and the runtime non-instant optimization strategy.
  • the runtime initial state configuration can be set according to the developer's experience, so it is static and relatively fixed.
  • the purpose of dynamic optimization after runtime is to automatically determine the appropriate combination of optimizations from the machine state.
  • the foregoing hardware resources include computing resources (such as CPU, GPU, accelerator, etc.) and storage resources (such as memory, flash memory, SD card, internal storage of the machine, etc.), and obtain the first in the mobile device.
  • computing resources such as CPU, GPU, accelerator, etc.
  • storage resources such as memory, flash memory, SD card, internal storage of the machine, etc.
  • the display mode of the client is used to indicate the number of frame display frames and the screen rendering mode.
  • the method may be determined as follows.
  • the status information is matched with the first display mode: determining whether the number of screen display frames indicated by the first status information (ie, the actual number of display frames) is not less than the number of screen display frames indicated by the first display mode (required by the display mode)
  • the minimum display frame number is determined, and it is determined whether the resource parameter indicated by the first state information is within a parameter range corresponding to the screen rendering mode indicated by the first display mode, wherein the resource parameter is a parameter of a hardware resource of the mobile device.
  • This step mainly includes the following sub-steps:
  • the parameter of the hardware resource of the mobile device includes the resource parameter of the computing resource and the resource parameter of the storage resource, and the resource parameter of the computing resource includes the total number of resources, the resource occupied by the current display mode, the used resource quantity, and the remaining resource quantity.
  • the resource parameters of the storage resource include the total number of resources, the resources occupied by the current display mode, the number of used resources, and the number of remaining resources.
  • Step S3062 determining whether the remaining resources meet the requirements of the current display mode. For each picture rendering method, the hardware resources consumed are different because of the different rendering levels. Determining whether the resource parameter indicated by the first state information is within a parameter range corresponding to the screen rendering mode indicated by the first display mode, and determining whether the current remaining resource quantity is in a range of resources allowed in the first display mode (ie, Within the parameter range).
  • Step S3064 determining a second display mode that needs to be used after the switching.
  • the plurality of display modes pre-configured in the client are acquired before the display mode of the client is switched from the first display mode to the second display mode; and the second display mode is selected from the plurality of display modes according to the first state information.
  • Determining, according to the resources occupied by the current display mode, the number of remaining resources, the resources allowed to be used by the second display mode, and determining whether the remaining resources after the use of the resources in each of the plurality of display modes meet the display mode The requirement, if applicable, determines that the display mode is the second display mode.
  • the following takes memory as an example. As shown in Table 2, the memory occupied by each display mode is different from the remaining memory required.
  • the display mode adjustment is needed. If the display mode 2 is adjusted, then the remaining memory is (800+). 100-600) M, obviously still does not meet the memory margin requirement of 400M. At this time, continue to judge display mode 3.
  • the remaining memory of display mode 3 is (800+100-500) M, and the remaining 400M can meet the minimum.
  • the remaining 350M demand, that is, display mode 3 is the second display mode.
  • Step S3066 Switching the display mode of the client from the first display mode to the second display mode.
  • the display mode of the client may be switched from the first display mode to the second display mode at the target time (ie, the switching time of the display mode or the next time of the switching time), and the screen in the target game is in accordance with the target time before the target time
  • the target time ie, the switching time of the display mode or the next time of the switching time
  • the screen in the target game is in accordance with the target time before the target time
  • a display mode is displayed in the client, and the screen in the target game is displayed in the client according to the second display mode from the target time.
  • the prompt information is used to prompt the display mode of the client to be switched to the second display mode.
  • the technical solution automatically adopts the most suitable optimization strategy technology according to the actual running condition of the game program on the mobile phone, even if the performance cannot meet the normal running mobile phone environment, the prompt description can be given at the startup, and the application is completely completed. It does not interrupt the high-tempo game experience, giving smoother and more efficient game effects, and does not require users to understand relevant performance technical knowledge. It is suitable for both young and old, and provides an excellent product experience for mobile phone products.
  • the optimization scheme of the game is divided into two types: instant execution and non-instant execution.
  • an optimization scheme that can be executed immediately is adopted to ensure the game experience of the player.
  • the prompt message of the hovering box prompt shown in Figure 6 will be used. "The game effect is not smooth, and the smooth mode will be turned on for you.”
  • the optimization scheme is graded, and different performances can be performed in the game according to different levels.
  • the effect levels used in each subgraph in Fig. 7 are shown in Table 3. .
  • Subgraph number Effect level which performed 7-1 1 Full effect 7-2 2 Go to particles, go to strokes, etc. 7-3 3 Go to the background layer
  • sub-picture 7-2 uses the effects of de-particles, de-stroking, etc. (such as the lack of the image effect identified by A).
  • sub-picture 7-3 uses the effect of going to the background layer (such as the lack of the image effect identified by B).
  • Some non-immediate execution performance effects that have a significant impact on the player experience can be performed after the end of the core game, after reminding the player to confirm, such as the frame down strategy, as shown in Figure 8 "The game is very card? We will Drop it to 30 frames for you.”
  • the game screen display method according to the embodiment of the present application is exemplified below with reference to FIG.
  • the mobile device runs the target game, first display the screen in the target game in the client according to the current state information according to the full effect display mode (that is, the first display mode) of FIG. 7-1. Then, the mobile terminal will acquire the state information (first state information) of the mobile device when the game screen is displayed by the full effect display mode; and by comparison, the current display mode does not match the state information (for example, the memory requirement is not satisfied) ), the mobile device switches the current full effect display mode to the display mode of the effect of de-particles, de-stroking, and the like as shown in FIG. 7-2. At this point, the adjustment of the first game screen display mode ends.
  • the full effect display mode that is, the first display mode
  • the mobile device uses the display mode of the effect of de-particles, de-stroking, and the like shown in FIG. 7-2 as the first display mode, and acquires the state information of the mobile device when the game screen is displayed by the display mode (first) Status information); and by comparison, the current display mode and status information still do not match (for example, the memory requirement is still not satisfied), then the mobile device switches the display mode of the current de-particles, de-stroking, etc. to Figure 7 -3 shows the way to remove the background layer effect. At this point, the adjustment of the second game screen display mode ends.
  • the mobile device uses the display mode of the background layer effect shown in FIG. 7-3 as the first display mode, and acquires the state information (first state information) of the mobile device when the game screen is displayed by the display mode. And by comparison, the current display mode and the status information still do not match (for example, the memory requirement is still not satisfied), then the mobile device can further perform the frame dropping strategy shown in FIG. 8 after the end of the core game. . Thereby completing the adjustment of the third game screen display mode.
  • a switch to the in-game dynamic optimization function is configured in the system switch.
  • the user can turn on the "fluent mode" switch.
  • the present application also provides a preferred embodiment, which is described in detail below in conjunction with FIG. 9 from the technical side.
  • Step S902 starting the performance detecting module at the runtime, the data detected by the module mainly reflects the performance status of the current program running, for example, detecting the number of frames of the game screen, the memory condition, and the like.
  • step S904 the monitoring data is compared with the actual expected operating condition of the game program, and a performance threshold is determined to determine whether it is lower than the threshold. If yes, step S906 is performed, otherwise step S902 is performed.
  • the source of the threshold may be a configuration file or a dynamic optimization level currently set, and is collectively referred to as a “performance analysis data source”. When the actual program running performance value is lower than this threshold, a performance data analysis module will be started. In addition, the dynamic optimization switch in the system configuration will determine whether to make a threshold judgment.
  • the foregoing threshold may be a threshold set for each parameter, for example, a threshold set for the number of frames, and a threshold set for memory usage, that is, only if the threshold is met to ensure that the game is displayed or displayed. Run smoothly under the strategy.
  • the foregoing threshold may also be a specific determination parameter, and the value of the determination parameter corresponding to each display mode is different, and the determination parameter is used to uniformly describe the remaining condition of the resource, and when determining whether the threshold is lower than the threshold,
  • the obtained parameters including memory, CPU parameters) and the like are normalized to obtain a value, and the value is compared with the threshold.
  • Step S906 the performance data analysis module performs data analysis according to the number of frames and the memory condition, and the function of the performance data analysis module is to detect the average function in a certain period of time.
  • the following describes the method of frame number detection and memory analysis.
  • the number of detection program cycles m, the target number of frames targetFPS, the number of detections M, and the number of times of achievement N are all set values. Source from the performance analysis data source settings.
  • the performance analysis data source can be set in a convenient way according to different programs.
  • the number of frames targetFPS is set according to the game requirements developed. For example, the ideal number of frames for games with high number of frames, such as racing and parkour, is 60 frames. For games such as turn-based and card, the game speed is not so high. The ideal number of frames is usually 30 frames. normal operation.
  • the targetFPS is set to be slightly lower than the ideal frame number according to the product quality. For example, 60 frames can be set to about 57 frames, and different targetFPS can be set according to different optimization levels. The actual project effect will prevail.
  • Get the current available system memory is lower than the memory Mem estimated by the game program. If the memory test result is lower than the memory test result.
  • the estimated required memory Mem can also be derived from the settings of the performance analysis data source.
  • test results are reported to the optimization strategy module, after which the performance data analysis module waits for the next self-start.
  • the setting of the memory Mem is different according to the actual situation of each game program. The goal is to ensure that the game can have the flexibility to ensure normal operation in the case of external software suppression of the mobile phone system. Below the Mem setting, some optimization strategies can be used to release some memory. When the quality of the game program is stable, the Mem can be set to be slightly larger than the maximum peak. In addition, different Mem settings can be made for different grades according to the optimization strategy adopted by the actual game. For example, low-performance machines take high-optimization measures, and their Mem settings can be set lower.
  • Step S908 the optimization strategy module runs a real-time optimization strategy, and specifically determines whether it is necessary to perform optimization and control according to the received analysis result, and determines which aspect is optimally controlled. If optimization is needed, the currently set runtime dynamic optimization strategy level is increased by one level until there is no higher optimization level position. In addition, before the current priority strategy is implemented, the higher optimization strategy is suspended, so the game single game generally only upgrades the first-level non-instant optimization strategy.
  • the runtime dynamic optimization technology designed according to the characteristics of the mobile phone device can make the game optimization more flexible, the optimization method is more diverse, and the optimization effect is more remarkable.
  • the game is optimized according to its actual situation, so that different performance models can automatically adopt the optimization method suitable for itself, so that the optimized in-game performance is significantly improved, giving a better and smoother game experience.
  • the “performance analysis parameter source” and the optimization policy level for starting initialization may be set empirical data.
  • the analysis configuration parameters that are most suitable for the function can be automatically analyzed by the big data and the deep learning algorithm according to the feedback of the different function data.
  • the set optimization level is the dependent variable, and the number of optimization adjustments is used as the target variable to guide machine learning.
  • the background configuration file is generated and sent to the front-end user of the game, so that when the version is continuously iterated and updated, the parameters of the current new version can be updated to the user in real time, so that the user experience and the performance optimization of the game are maximized.
  • the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course, by hardware, but in many cases, the former is A better implementation.
  • the technical solution of the present application which is essential or contributes to the prior art, may be embodied in the form of a software product stored in a storage medium (such as ROM/RAM, disk,
  • the optical disc includes a number of instructions for causing a terminal device (which may be a mobile phone, a computer, a server, or a network device, etc.) to perform the methods described in various embodiments of the present application.
  • FIG. 10 is a schematic diagram of an optional display device for a game screen according to an embodiment of the present application. As shown in FIG. 10, the device may include: a first display unit 1001, an acquisition unit 1003, and a second display unit 1005.
  • the first display unit 1001 is configured to display a screen in the target game in the client according to the first display manner when the client of the target game runs the target game, wherein the client is installed on the mobile device.
  • the above display mode refers to a policy for configuring the screen display in the client, such as the number of display frames, the screen rendering mode, etc., the different display frames and the screen rendering manner are different for the consumption and requirements of the hardware resources of the mobile device.
  • the mobile device In order to enable the mobile device to smoothly run the game in the corresponding display mode, in addition to the hardware resources currently consumed, the mobile device needs to maintain a certain amount of resource margin.
  • the obtaining unit 1003 is configured to acquire first state information of the mobile device, where the first state information is used to indicate a state of the mobile device when the client performs display according to the first display manner.
  • the first state information includes one or more of information such as the number of display frames, the amount of consumption of hardware resources, and the remaining amount of hardware resources when the mobile device runs the game.
  • the second display unit 1005 is configured to switch the display mode of the client from the first display mode to the second display mode and the second display mode to the client in a case where the first state information does not match the first display mode.
  • the screen in the target game is continuously displayed, wherein the second display mode is the display mode determined according to the first state information, and the target game in the client remains in the running state during the process of switching the display mode.
  • the mobile device In order to ensure that the mobile device runs the game in the first display mode, the mobile device needs to maintain the remaining amount of the hardware resources and the number of display frames required by the first display mode, and the resources in the acquired first state information may be obtained.
  • the information, the number of display frames, and the resource margin and the number of display frames required for the first display mode are compared, if the actual resource margin is not less than the resource margin required by the first display mode, and the actual number of displayed frames If the number of display frames is not less than the required number of display frames, it is determined that the first state information matches the first display mode. Otherwise, it is considered that the two do not match, and the display mode switching is required.
  • the mobile device needs to maintain the remaining amount of hardware resources and the number of display frames required by the second display mode.
  • first display unit 1001 in this embodiment may be used to perform step S302 in Embodiment 1 of the present application.
  • the obtaining unit 1003 in this embodiment may be used to perform step S304 in Embodiment 1 of the present application.
  • the second display unit 1005 in this embodiment may be used to perform step S306 in Embodiment 1 of the present application.
  • modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the above embodiment 1. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 2 as part of the device, and may be implemented by software or by hardware.
  • the screen in the target game is displayed in the client according to the first display manner; and the first state information when the mobile device displays in the first display manner is obtained by the client. If the first state information does not match the first display mode, the display mode of the client is switched from the first display mode to the second display mode, and the target display is continuously displayed in the client according to the second display mode.
  • the target game in the client remains in the running state, and since the second display mode is the display mode determined according to the first state information, which is a display mode that matches the running state of the mobile device, it can be ensured
  • the smooth running of the game solves the technical problem that the game cannot be smoothly transported in related technologies, and thus achieves the technical effect of making the game run more smoothly by adjusting the display mode while ensuring that the game is not interrupted.
  • the game setting is performed before the game starts, and it is not suitable for the mobile phone environment with large changes in performance conditions.
  • the hardware conditions are various and the system is diverse, and the factors that may affect the performance during operation are numerous and complicated.
  • the performance configuration actively selected by the user appears rigid or even out of reality, and the effect of the original smooth game is not achieved.
  • the game settings before the game starts are not suitable for the game with high rhythm requirements.
  • the user For the high-tempo game types such as sports, parkour, racing, etc., the user expects a smooth, Efficient and fast game rhythm, and the traditional optimization method will destroy the rhythm of this game.
  • Players have to pause the game to adjust performance once and for all during the game, resulting in a very poor user experience.
  • an optimization technique of real-time performance monitoring and multi-level optimization strategy set when the game program is running is adopted, and the static optimization scheme of the traditional program startup is adopted, so that the mobile game product can be changed in the hardware performance condition. Automatically performed with the best results and efficiency, improving product quality and user experience.
  • the second display unit includes: a switching module, configured to switch the display mode of the client from the first display mode to the second display mode at the target time, wherein the screen in the target game is in accordance with the first display before the target time The mode is displayed in the client, and the screen in the target game is displayed in the client according to the second display mode from the target time.
  • a switching module configured to switch the display mode of the client from the first display mode to the second display mode at the target time, wherein the screen in the target game is in accordance with the first display before the target time The mode is displayed in the client, and the screen in the target game is displayed in the client according to the second display mode from the target time.
  • the display mode of the client is used to indicate the number of the screen display frame and the screen display mode
  • the second display unit includes: a first determining module, configured to switch the display mode of the client from the first display mode to the second display mode Previously, determining whether the number of screen display frames indicated by the first state information is not less than the number of screen display frames indicated by the first display mode, and determining whether the resource parameter indicated by the first state information is instructed by the first display mode
  • the parameter of the screen corresponding to the first display mode The indicated screen displays the number of frames, and if the resource parameter indicated by the first state information is within a parameter range corresponding to the screen rendering mode indicated by the first display mode, the first state information is determined to match the first display mode.
  • the hardware resource includes an operation resource and a storage resource
  • the acquiring unit includes: a first acquiring module, configured to acquire a resource parameter of the computing resource of the mobile device; and a second acquiring module, configured to acquire the storage resource of the mobile device
  • the third parameter obtaining module is configured to obtain the number of screen display frames when the mobile device displays the screen in the target game in the client.
  • the second display unit includes: a third acquiring module, configured to acquire a plurality of pre-configured display modes in the client before switching the display mode of the client from the first display mode to the second display mode;
  • the determining module is configured to select the second display mode from the plurality of display modes according to the first state information.
  • the second display unit includes: a display module, configured to display, in the client, the screen of the currently running target game in the client if the first state information does not match the first display mode
  • the prompt information is displayed, wherein the prompt information is used to prompt the display mode of the client to be switched to the second display mode.
  • modules or units in this embodiment are software modules corresponding to the method steps in the foregoing embodiments, and the specific implementation manners of the modules are similar to those in the method embodiments, and details are not described herein again.
  • the technical solution automatically adopts the most suitable optimization strategy technology according to the actual running condition of the game program on the mobile phone, even if the performance cannot meet the normal running mobile phone environment, the prompt description can be given at the startup, and the application is completely completed. It does not interrupt the high-tempo game experience, giving smoother and more efficient game effects, and does not require users to understand relevant performance technical knowledge. It is suitable for both young and old, and provides an excellent product experience for mobile phone products.
  • the above modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the above embodiment 1. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 2 as part of the device, and may be implemented by software or by hardware, where the hardware environment includes a network environment.
  • a server or terminal i.e., an electronic device for implementing the above display method of a game screen.
  • the terminal may include: one or more (only one shown in the figure) processor 1101, memory 1103, and transmission device 1105. (As in the transmitting apparatus in the above embodiment), as shown in FIG. 11, the terminal may further include an input/output device 1107.
  • the memory 1103 can be used to store software programs and modules, such as the display method of the game screen and the program instructions/modules corresponding to the device in the embodiment of the present application.
  • the processor 1101 runs the software program and the module stored in the memory 1103, thereby
  • the above-described display method of the game screen is implemented by executing various function applications and data processing.
  • Memory 1103 can include high speed random access memory, and can also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory.
  • memory 1103 can further include memory remotely located relative to processor 1101, which can be connected to the terminal over a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
  • the above-mentioned transmission device 1105 is used to receive or transmit data via a network, and can also be used for data transmission between a processor and a memory. Specific examples of the above network may include a wired network and a wireless network.
  • the transmission device 1105 includes a Network Interface Controller (NIC) that can be connected to other network devices and routers via a network cable to communicate with the Internet or a local area network.
  • the transmission device 1105 is a Radio Frequency (RF) module for communicating with the Internet wirelessly.
  • NIC Network Interface Controller
  • RF Radio Frequency
  • the memory 1103 is used to store an application.
  • the processor 1101 can call the application stored in the memory 1103 through the transmission device 1105 to perform the following steps: when the client of the target game runs the target game, the screen in the target game is displayed in the client according to the first display mode, wherein The client is installed on the mobile device; the first state information of the mobile device is obtained, where the first state information is used to indicate the state of the mobile device when the client displays according to the first display manner; When the display mode is not matched, the display mode of the client is switched from the first display mode to the second display mode, and the screen in the target game is continuously displayed in the client according to the second display mode, wherein the second display mode For the display mode determined according to the first state information, the target game in the client remains in the running state during the process of switching the display mode.
  • the processor 1101 is further configured to: determine whether the number of picture display frames indicated by the first state information is not less than the number of picture display frames indicated by the first display mode, and determine whether the resource parameter indicated by the first state information is In a parameter range corresponding to the screen rendering mode indicated by the first display mode, where the resource parameter is a parameter of a hardware resource of the mobile device; determining that the number of frame display frames indicated by the first state information is not less than the first display The screen indicated by the mode displays the number of frames, and if the resource parameter indicated by the first state information is within a parameter range corresponding to the screen rendering mode indicated by the first display mode, determining that the first state information matches the first display mode .
  • the screen in the target game is displayed in the client according to the first display manner; and the first time when the mobile device displays the client in the first display manner is acquired.
  • Status information if the first status information does not match the first display mode, the display mode of the client is switched from the first display mode to the second display mode, and the target game is continuously displayed in the client according to the second display mode.
  • the target game in the client keeps running state during the process of switching the display mode, because the second display mode is the display mode determined according to the first state information, and is the display mode that matches the current running state of the mobile device. Therefore, the smooth running of the game can be ensured, and the technical problem that the game cannot be smoothly transported in the related art can be solved, thereby achieving the technical effect of making the game run more smoothly by adjusting the display mode while ensuring that the game is not interrupted.
  • FIG. 11 is only schematic, and the terminal can be a smart phone (such as an Android mobile phone, an iOS mobile phone, etc.), a tablet computer, a palm computer, and a mobile Internet device (MID). Terminal equipment such as PAD.
  • FIG. 11 does not limit the structure of the above electronic device.
  • the terminal may also include more or less components (such as a network interface, display device, etc.) than shown in FIG. 11, or have a different configuration than that shown in FIG.
  • Yet another embodiment of the present application also provides a storage medium.
  • the storage medium may be used to execute program code of a display method of a game screen.
  • the foregoing storage medium may be located on at least one of the plurality of network devices in the network shown in the foregoing embodiment.
  • the storage medium is arranged to store program code for performing the following steps:
  • the display mode of the client is switched from the first display mode to the second display mode, and the target game is continuously displayed in the client according to the second display mode.
  • the second display mode is a display mode determined according to the first state information, and the target game in the client remains in an operating state during the process of switching the display mode.
  • the storage medium is further arranged to store program code for performing the following steps:
  • S21 Determine whether the number of screen display frames indicated by the first state information is not less than the number of screen display frames indicated by the first display mode, and determine whether the resource parameter indicated by the first state information is instructed by the first display mode.
  • the foregoing storage medium may include, but not limited to, a USB flash drive, a Read-Only Memory (ROM), a Random Access Memory (RAM), a mobile hard disk, and a magnetic memory.
  • ROM Read-Only Memory
  • RAM Random Access Memory
  • a mobile hard disk e.g., a hard disk
  • magnetic memory e.g., a hard disk
  • the integrated unit in the above embodiment if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in the above-described computer readable storage medium.
  • the technical solution of the present application in essence or the contribution to the prior art, or all or part of the technical solution may be embodied in the form of a software product, which is stored in a storage medium.
  • a number of instructions are included to cause one or more computer devices (which may be a personal computer, server or network device, etc.) to perform all or part of the steps of the methods described in various embodiments of the present application.
  • the disclosed client may be implemented in other manners.
  • the device embodiments described above are merely illustrative.
  • the division of the unit is only a logical function division.
  • multiple units or components may be combined or may be Integrate into another system, or some features can be ignored or not executed.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, unit or module, and may be electrical or otherwise.
  • the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
  • each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
  • the above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.

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Abstract

一种游戏画面的显示方法、装置及计算机可读存储介质。其中,该方法包括:当目标游戏的客户端运行目标游戏时,按照第一显示方式在客户端中显示目标游戏中的画面,客户端安装在移动设备上;获取移动设备的第一状态信息;在第一状态信息与第一显示方式不匹配的情况下,将客户端的显示方式由第一显示方式切换为第二显示方式,并按照第二显示方式在客户端中继续显示目标游戏中的画面,在切换显示方式的过程中客户端中的目标游戏保持运行状态。

Description

一种游戏画面的显示方法、装置及计算机可读存储介质
本申请要求于2017年7月24日提交中国专利局、申请号为201710611203.8、发明名称为“游戏画面的显示方法和装置”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及互联网领域,具体而言,涉及一种游戏画面的显示方法、装置及计算机可读存储介质。
技术背景
伴随互联网技术的不断发展普及,用户对网络娱乐的需求越来越大。以游戏为例,目前市面上在网络游戏客户端提供有在客户端内对游戏的性能效果进行设置的功能。
如图1所示,在电脑上开始游戏之前,用户在游戏设置窗口设置各类游戏效果(如清晰度、画质、帧数等)时,需要理解其本身硬件的性能技术指标的意义,以及性能效果对硬件性能的影响,对于没有相关知识的用户来说,不恰当的游戏设置会对其游戏体验造成非常不好影响,且目前许多游戏都是在手机上运行的,用户对手机的硬件技术的认知水平相比电脑而言,甚至更低。
由于用户对于移动设备的硬件技术的认知水平较低,极有可能造成移动设备实际可用的硬件资源不满足设置之后的游戏运行所需的硬件资源,发生游戏过程中频繁的卡顿、掉帧、掉线等情况下。
针对关技术中游戏不能流畅运的技术问题,目前尚未提出有效的解决方案。
技术内容
本申请实施例提供了一种游戏画面的显示方法、装置及计算机可读存储介质,以解决相关技术中游戏不能流畅运行的技术问题。
根据本申请实施例的一个方面,提供了一种游戏画面的显示方法,该显示方法包括:当目标游戏的客户端运行目标游戏时,按照第一显示方式在客户端中显示目标游戏中的画面,其中,客户端安装在移动设备上;获取移动设备的第一状态信息,其中,第一状态信息用于指示移动设备在客户端按照第一显示方式进行显示时的状 态;在第一状态信息与第一显示方式不匹配的情况下,将客户端的显示方式由第一显示方式切换为第二显示方式,并按照第二显示方式在客户端中继续显示目标游戏中的画面,其中,第二显示方式为与根据第一状态信息确定的显示方式,在切换显示方式的过程中客户端中的目标游戏保持运行状态。
根据本申请实施例的另一方面,还提供了一种游戏画面的显示装置,该显示装置包括:第一显示单元,用于当目标游戏的客户端运行目标游戏时,按照第一显示方式在客户端中显示目标游戏中的画面,其中,客户端安装在移动设备上;获取单元,用于获取移动设备的第一状态信息,其中,第一状态信息用于指示移动设备在客户端按照第一显示方式进行显示时的状态;第二显示单元,用于在第一状态信息与第一显示方式不匹配的情况下,将客户端的显示方式由第一显示方式切换为第二显示方式,并按照第二显示方式在客户端中继续显示目标游戏中的画面,其中,第二显示方式为根据第一状态信息确定的显示方式,在切换显示方式的过程中客户端中的目标游戏保持运行状态。
本申请的实施例还提供一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时,实现上述游戏画面显示方法中的各个步骤。
在本申请实施例中,当目标游戏的客户端运行目标游戏时,按照第一显示方式在客户端中显示目标游戏中的画面;获取移动设备在客户端按照第一显示方式进行显示时的第一状态信息;在第一状态信息与第一显示方式不匹配的情况下,将客户端的显示方式由第一显示方式切换为第二显示方式,并按照第二显示方式在客户端中继续显示目标游戏中的画面,在切换显示方式的过程中客户端中的目标游戏保持运行状态,由于第二显示方式是根据第一状态信息确定的显示方式,是与移动设备当前的运行状态相匹配的显示方式,也即可以确保游戏的流畅运行,可以解决相关技术中游戏不能流畅运行的技术问题,进而达到在保证游戏不中断的情况下,通过显示方式的调整来使游戏运行更加流畅的技术效果。
附图简要说明
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1是相关技术中的游戏设置界面的示意图;
图2是根据本申请实施例的游戏画面的显示方法的硬件环境的示意图;
图3是根据本申请实施例的一种可选的游戏画面的显示方法的流程图;
图4是根据本申请实施例的一种可选的游戏画面的静态优化的示意图;
图5是根据本申请实施例的一种可选的优化提示的示意图;
图6是根据本申请实施例的一种可选的优化提示的示意图;
图7是根据本申请实施例的一种可选的游戏画面的示意图;
图8是根据本申请实施例的一种可选的优化提示的示意图;
图9是根据本申请实施例的一种可选的游戏画面的显示方法的流程图;
图10是根据本申请实施例的一种可选的游戏画面的显示装置的示意图;以及
图11是根据本申请实施例的一种终端的结构框图。
具体实施方式
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
首先,在对本申请实施例进行描述的过程中出现的部分名词或者术语适用于如下解释:
运行时:一个游戏程序开启后,往往不是直接进入游戏核心内容而是从游戏的功能菜单等界面开始,之后才进入游戏的核心游戏部分,对于回合类的游戏结束一个回合之后还会回到菜单状态。这里的运行时专指一个游戏程序的核心游戏部分运行的时段。
动态变化:指游戏程序的运行过程中,手机硬件性能条件和软件执行效率,由于程序本身的消耗和外部程序及系统的影响而发生的变动的状态。
静态优化:指在游戏启动的第一时间对当前设备性能进行检测,获取包括CPU频率、总内存、可用内存、OpenGL ES版本等影响游戏运行的硬件性能信息,并根据这些信息做出的优化措施。
OpenGL ES:英文全称为OpenGL for Embedded Systems,是OpenGL三维图形API的子集,针对手机、PDA和游戏主机等嵌入式设备而设计。
根据本申请的一种实施例,提供了一种游戏画面的显示方法的方法。
可选地,在本实施例中,上述游戏画面的显示方法可以应用于如图2所示的由服务器202和终端204所构成的硬件环境中。如图2所示,服务器202通过网络与终端204进行连接,上述网络包括但不限于:广域网、城域网或局域网,终端204并不限定于PC、手机、平板电脑等。本申请实施例的游戏画面的显示方法可以由服务器202来执行,也可以由终端204来执行,还可以是由服务器202和终端204共同执行。其中,终端204执行本申请实施例的游戏画面的显示方法也可以是由安装在其上的客户端来执行。
图3是根据本申请实施例的一种可选的游戏画面的显示方法的流程图,该显示方法应用于安装有客户端的移动设备,如图3所示,该方法可以包括以下步骤:
步骤S302,当运行目标游戏时,上述移动终端按照第一显示方式在客户端中显示目标游戏中的画面。
上述的显示方式是指用于配置客户端中画面显示的策略,如显示帧数、画面渲染方式等,不同的显示帧数、画面渲染方式对于移动设备的硬件资源的消耗和要求是不相同的,为了使移动设备在相应的显示方式下流畅的运行游戏,除了当前需要消耗的硬件资源以外,还需要移动设备保持一定数量的资源余量。
步骤S304,获取移动设备的第一状态信息。
在本申请的实施例中,上述第一状态信息是移动设备获取的在上述客户端按照第一显示方式进行显示时移动设备的状态。例如,上述第一状态信息可以包括移动设备运行游戏时的显示帧数、硬件资源的消耗量、硬件资源的剩余量等信息中的一个或多个。
步骤S306,在第一状态信息与第一显示方式不匹配的情况下,将客户端的显示 方式由第一显示方式切换为第二显示方式,并按照第二显示方式在客户端中继续显示目标游戏中的画面。其中,第二显示方式为根据第一状态信息确定的显示方式。另外需要说明的是,在切换显示方式的过程中客户端中的目标游戏保持运行状态。
为了保证移动设备在第一显示方式下流程运行游戏,则需要移动设备保持第一显示方式所要求的硬件资源的余量和显示帧数,此时就可以将获取的第一状态信息中的资源信息、显示帧数和对应于第一显示方式所要求的资源余量和显示帧数进行比对,若实际的资源余量不小于第一显示方式所要求的资源余量,且实际显示帧数不小于所要求的显示帧数,则确定第一状态信息与第一显示方式匹配,否则认为二者不匹配,需要进行显示方式的切换。
同理,为了保证移动设备在第二显示方式下流程运行游戏,则需要移动设备保持第二显示方式所要求的硬件资源的余量和显示帧数,此时,可以将切换后的第二显示方式作为新的第一显示方式重复执行上述步骤S302至步骤S306,确定该显示方式是否与再次获得的第一状态信息是否匹配,然后确定是否再次切换。
通过上述步骤S302至步骤S306,当目标游戏的客户端运行目标游戏时,按照第一显示方式在客户端中显示目标游戏中的画面;获取移动设备在客户端按照第一显示方式进行显示时的第一状态信息;在第一状态信息与第一显示方式不匹配的情况下,将客户端的显示方式由第一显示方式切换为第二显示方式,并按照第二显示方式在客户端中继续显示目标游戏中的画面,在切换显示方式的过程中客户端中的目标游戏保持运行状态,由于第二显示方式是根据第一状态信息确定的显示方式,和移动设备当前的运行状态是匹配的,因此可以确保游戏可以流畅运行,可以解决了相关技术中游戏不能流畅运行的技术问题,进而达到了在保证游戏不中断的情况下通过显示方式的调整来使游戏运行更加流畅的技术效果。
相关技术中是在游戏开始之前进行游戏设置,不适合性能条件变化大的手机环境,对于手机而言,自身硬件条件多样、系统多样,运行时可能对性能产生影响的因素多而复杂,在如此多变的软件运行环境下(如后台应用的启动、内存的重新分配等),用户主动选择的性能配置显得僵化甚至脱离实际,达不到其原本的进行流畅游戏的效果。
由于手机环境性能条件变化大,使得游戏开始之前的游戏设置不适合高节奏要求的游戏,对竞技类、跑酷类、赛车类等等高节奏的游戏类型而言,用户期待的是 一个顺畅、高效、迅捷的游戏节奏,而传统的优化方式会破坏这种游戏节奏,玩家在游戏过程中不得不一次次暂停游戏去调节性能,从造成了极差的用户体验。
在本申请中,采用了一种游戏程序运行时的即时性能监控与多层次优化策略集的优化技术,结合传统的程序启动时的静态优化方案,使手游产品能够在多变的硬件性能条件下自动以最佳的效果及效率执行,提高了产品质量及用户体验。下面结合步骤S302至步骤S306详述本申请的实施例:
在步骤S302提供的技术方案中,在客户端运行目标游戏之前,获取移动设备当前的状态信息;根据移动设备当前的状态信息确定运行目标游戏时在客户端中显示目标游戏的画面所使用的第一显示方式,也即在客户端运行目标游戏时,使用第一显示方式在客户端中显示目标游戏的画面。移动设备如何确定第一显示方式具体可以包括以下两个子步骤:
步骤S3022,制定优化策略集。
首先,把游戏程序中所采用的优化策略(包括显示方式)分类。其中,游戏程序中所采用的优化策略包括启动时优化策略,运行时可即时执行优化策略,以及运行时非即时执行优化策略三种。然后,将每一类的优化策略分别排序,列出策略级别,如表1所示:
表1
策略级别 启动时优化策略 运行时即时优化策略 运行时非即时优化策略
1 启动优化策略1 即时优化策略1 非即时优化策略1
2 启动优化策略2 即时优化策略2 非即时优化策略2
N 启动优化策略n 即时优化策略n 非即时优化策略n
策略级别与设备的性能程度相关,原则是设备性能越弱,需要执行的策略级别越深,策略集是一个可以补充与扩展的集合,随着技术知识的发展,策略集可以相应地变动。
在本申请的实施例中,上述表1内所示的启动时优化策略、运行时可即时执行优化策略以及运行时非即时执行优化是可以分别确定并分别选择的。例如,在运行目标游戏之前,移动设备可以先根据自身的硬件和操作系统情况确定启动时优化策略 的策略级别,从而选择适合的启动优化策略。在运行目标游戏的过程中,移动设备还可以根据移动设备的运行状态实时确定运行时即时优化策略以及运行时非即时优化策略的策略级别,从而选择适合的即时优化策略和非即时优化策略。
上述的启动时优化策略可以包括对内存的调整(如杀掉一些后台来空出内存),也即可以在目标游戏启动时,使用启动时优化策略对内存进行调整(以保证足够的内存资源和CPU资源)。例如,在本申请的实施例中,可以预先对内存的调整进行分级,例如包括:不清理内存、清理部分程序所占用的内存、清理所有其他程序占用的内存等。这样,在启动游戏时,可以预先根据移动设备的硬件状态对移动设备的内存进行调整。
上述运行时即时优化策略为在游戏运行的过程中可以即时调整的策略,例如在游戏运行过程中即时对显示效果的调整。例如,在本申请的实施例中,可以预先对游戏画面显示的效果和表现影响程度进行分级,包括:全特效的显示效果、去粒子去描边的显示效果、或者去背景层的显示效果等,这样,在游戏的运行过程中,可以根据移动设备的状态信息即时对显示效果进行调整。
上述运行时非即时优化策略即运行的过程中提示用户是否按照提示的策略调整游戏的运行的策略,例如降低游戏画面所显示帧数的降帧策略等。
本申请的根据移动设备当前的状态信息确定运行目标游戏时在客户端中显示目标游戏的画面所使用的第一显示方式,即选择对应的运行时即时优化策略。
步骤S3024,启动时的静态优化流程。如图4所示:
利用这个优化流程的目的在于,检测收集手机在程序启动时的性能信息,以设置初始状态的程序优化策略,为下一步的动态优化打好基础、做好准备。在游戏启动的第一时间对当前设备性能进行检测,获取包括CPU频率、总内存(包括SD卡的内存、手机内存)、可用内存、OpenGL ES版本、分辨率等影响游戏运行的硬件性能信息。
通过获取的信息进行机能(即机器性能)定位,判断这样的硬件性能信息对于本游戏程序的各项性能要求来说属于什么级别,是否可以运行。再以定位的硬件性能信息情况为基准,对可能出现的风险(如当前可用内存偏小、OpenGL ES版本不支持等)向用户预知警告,给出如图5的确认框,提示用户“手机当前可用内存过小,可能导致游戏运行不稳定。确定不清理内存,直接进入游戏吗”,从而可以改善用 户体验。并通过机能定位信息设置对应的启动时优化策略,并进一步预设游戏内运行时优化策略的初始态。例如,在本申请的实施例中,如果通过获取的移动设备的硬件性能信息可以确定内存足够支持游戏的运行,则可以对应不清理内存的启动时优化策略;如果通过获取的移动设备的硬件性能信息可以确定需要释放少量内存来支持游戏的运行,则可以对应清理部分程序所占用的内存的启动时优化策略;如果通过获取的移动设备的硬件性能信息可以确定内存过小,需要释放大量内存来支持游戏的运行,则可以对应清理所有其他程序占用的内存的启动时优化策略。
在根据移动设备当前的状态信息确定运行目标游戏时在客户端中显示目标游戏的画面所使用的第一显示方式时,可以是根据当前CPU的剩余资源情况、内存剩余情况为其选择合适的运行时即时策略(即第一显示方式),此处的每一种运行时即时策略对CPU资源、内存资源的消耗量是不同的(可以是在一定的CPU资源范围内、在一定的内存资源范围内),因此,可以通过判断当前CPU的资源剩余量、内存资源剩余量所属的范围确定出一种运行时即时策略,包括运行时的即时优化策略和运行时的非即时优化策略。
通过程序启动阶段的检测与静态优化,可以得到当前程序运行各类优化的等级,例如:“启动优化策略2”、初始状态时的“运行时即时优化策略2”、运行时的“非即时优化策略1”。
通过这样处理可以符合某一机能启动状态的优化配置,这个配置里,运行时初始状态配置可根据开发者的经验来设置的,所以是静态的,相对固定的。而之后运行时的动态优化的目的是,由机器状态自动决定其适合的优化组合。
在步骤S304提供的技术方案中,上述的硬件资源包括运算资源(如CPU、GPU、加速器等)和存储资源(如内存、闪存、SD卡、机器内部存储等),在获取移动设备的第一状态信息时,获取移动设备的运算资源的资源参数;获取移动设备的存储资源的资源参数;获取移动设备在客户端中显示目标游戏中的画面时的画面显示帧数。
在步骤S306提供的技术方案中,客户端的显示方式用于指示画面显示帧数和画面渲染方式,在将客户端的显示方式由第一显示方式切换为第二显示方式之前,可按照如下方式确定第一状态信息与第一显示方式匹配:判断第一状态信息所指示的画面显示帧数(即实际的显示帧数)是否不小于第一显示方式所指示的画面显示帧 数(该显示方式所要求的最低显示帧数),并判断第一状态信息所指示的资源参数是否在与第一显示方式所指示的画面渲染方式对应的参数范围内,其中,资源参数为移动设备的硬件资源的参数。该步骤主要包括下述的几个子步骤:
上述的移动设备的硬件资源的参数包括运算资源的资源参数和存储资源的资源参数,运算资源的资源参数包括资源总数量、被当前显示方式所占用的资源、已使用资源数量、剩余资源数量,存储资源的资源参数包括资源总数量、被当前显示方式所占用的资源、已使用资源数量、剩余资源数量。
步骤S3062,判断剩余资源是否满足当前显示方式的需求。对于每一种画面渲染方式,由于渲染程度不一,那么所消耗的硬件资源也不一样。在判断第一状态信息所指示的资源参数是否在与第一显示方式所指示的画面渲染方式对应的参数范围内,可以判断当前的剩余资源数量是否在第一显示方式允许的资源数量范围(即参数范围)内。
在判断出第一状态信息所指示的画面显示帧数不小于第一显示方式所指示的画面显示帧数,且第一状态信息所指示的资源参数在与第一显示方式所指示画面渲染方式对应的参数范围内的情况下,确定第一状态信息与第一显示方式匹配。
步骤S3064,确定切换之后需要使用的第二显示方式。
在将客户端的显示方式由第一显示方式切换为第二显示方式之前,获取客户端中预先配置的多个显示方式;根据第一状态信息从多个显示方式中选取出第二显示方式。
根据被当前显示方式所占用的资源、剩余资源数量确定允许被第二显示方式使用的资源,判断多个显示方式中的每个显示方式在执行时使用资源之后的剩余资源是否还满足该显示方式的需求,若能,则确定该显示方式为第二显示方式。下面以内存为例进行说明,如表2所示,每种显示方式所占用的内存和所需的剩余内存不同。
表2
显示方式编号 内存占用 所需剩余内存
1 800M 500M
2 600M 400M
3 500 350
k 300M 250M
假设在显示方式1的情况下,实际剩余的内存为100M,显然已经不能满足游戏的流畅运行,此时需要进行显示方式的调整,若调整为显示方式2之后,那么剩余的内存为(800+100-600)M,显然还是不满足400M的内存余量需求,此时继续判断显示方式3,显示方式3的剩余内存为(800+100-500)M,此时剩余的400M已经能够满足最低剩余350M的需求,即显示方式3即为第二显示方式。
步骤S3066,将客户端的显示方式由第一显示方式切换为第二显示方式。可在目标时刻(即可以为显示方式的切换时刻,或切换时刻的下一时刻)将客户端的显示方式由第一显示方式切换为第二显示方式,在目标时刻之前目标游戏中的画面按照第一显示方式显示在客户端中,从目标时刻开始目标游戏中的画面按照第二显示方式显示在客户端中。
需要说明的是,在第一状态信息与第一显示方式不匹配的情况下,在调整之前,或者在调整时,或者在调整之后,在客户端中显示当前运行的目标游戏的画面的同时,在客户端中显示提示信息,提示信息用于提示客户端的显示方式被切换为第二显示方式。
本技术方案根据游戏程序在手机上的实际运行情况,自动地采用最适合的优化策略技术,即便是由于性能无法达到程序正常运行的手机环境,也可在启动时给出提示说明,应用时完全不打断高节奏的游戏体验,给予更流畅高效的游戏效果,更不需要用户了解相关性能技术知识,老少咸宜,对于手机产品来说提供了极佳的产品体验。
作为一种可选的实施例,下面从产品侧详述本申请的实施例:
根据对目标游戏的效果的实际影响程度,把游戏的优化方案分为可即时执行与非即时执行两类,在核心游戏运行中,采用可即时执行的优化方案,以保证玩家的游戏体验。当动态优化首次发生时,为了避免玩家对画面效果的变化产生困惑,会用如图6所示的悬浮框提示的提示信息“游戏效果运行不流畅,将为您开启流畅模式”。
按照优化的效果和表现影响程度对优化方案进行分级,根据不同的级别可在游戏中有不同的表现效果,如图7所示,图7中各个子图所使用的效果等级如表3所示。
表3
子图编号 效果等级 表现
7-1 1 全特效
7-2 2 去粒子,去描边等效果
7-3 3 去背景层
相对于子图7-1的全特效,子图7-2使用了去粒子、去描边等效果(如缺少A所标识的图像效果)。
相对于子图7-1的全特效,子图7-3使用了去背景层的效果(如缺少B所标识的图像效果)。
某些会对玩家体验造成重大影响的非即时执行的表现效果,可以在一局核心游戏完结之后,经提醒玩家确认后执行,比如降帧策略,如图8提示的“游戏很卡?我们将为您降到30帧”。
下面结合图7举例说明本申请实施例所述的游戏画面显示方法。
首先,当移动设备运行所述目标游戏时,根据当前的状态信息首先按照图7-1的全特效显示方式(也即第一显示方式)在所述客户端中显示所述目标游戏中的画面;然后,移动终端将获取通过全特效显示方式显示游戏画面时的移动设备的状态信息(第一状态信息);并通过比较确定,目前的显示方式与状态信息不匹配(例如,内存要求不满足),则移动设备将当前的全特效显示方式切换为图7-2所示的去粒子、去描边等效果的显示方式。至此,第一次游戏画面显示方式的调整结束。
接下来,移动设备将图7-2所示的去粒子、去描边等效果的显示方式作为第一显示方式,再获取通过这种显示方式显示游戏画面时的移动设备的状态信息(第一状态信息);并通过比较确定,目前的显示方式与状态信息仍不匹配(例如,内存要求仍不满足),则移动设备将当前的去粒子、去描边等效果的显示方式切换为图7-3所示的去背景层效果的显示方式。至此,第二次游戏画面显示方式的调整结束。
再接下来,移动设备将图7-3所示的去背景层效果的显示方式作为第一显示方式,再获取通过这种显示方式显示游戏画面时的移动设备的状态信息(第一状态信息);并通过比较确定,目前的显示方式与状态信息仍不匹配(例如,内存要求仍不满足),则移动设备则可以进一步在一局核心游戏完结之后,执行上述图8所示的降帧策略。 从而完成第三次游戏画面显示方式的调整。
另外,对某些不希望游戏内有任何干扰的玩家,在系统开关里配置了对游戏内动态优化功能的开关。用户可以开启“流畅模式”开关。
本申请还提供了一种优选实施例,下面结合图9从技术侧详述该优选实施例。
步骤S902,启动运行时的性能检测模块,该模块检测的数据主要反应当前程序运行的性能状况,例如检测游戏画面的帧数情况、内存情况等。
步骤S904,把这些监控数据与游戏程序实际期望的运行状况作对比,制定一个性能阈值,判断是否低于阈值,若是则执行步骤S906,否则执行步骤S902。该阈值的来源可以是配置文件,也可与当前设定的动态优化等级对应的,统一称为“性能分析数据源”。当实际程序运行性能值低于这个阈值时,将要启动一个性能数据分析模块。另外,系统配置里的动态优化开关将决定是否做阈值判断。
可选地,上述的阈值可以是为每个参数设置的阈值,例如,为帧数设置的阈值,为内存使用情况设置的阈值,也即只有满足了这些阈值才能保证游戏在该显示方式或者显示策略下流畅地运行。
可选地,上述的阈值也可以是一个具体的判定参数,每个显示方式对应的判定参数的数值不一样,该判定参数用于统一描述资源的剩余情况,在判断是否低于阈值时,可以对得到的各个参数(包括内存、CPU参数)等进行归一化处理,得到一个数值,将该数值与阈值进行比较即可。
步骤S906,性能数据分析模块根据帧数情况和内存情况进行数据分析,性能数据分析模块的作用是,检测一定时间内的平均机能。以下说明一下帧数检测和内存的分析方法。
(1)帧数分析
获取当前游戏程序m个程序周期所耗的时间t,可得平均每秒帧数:
avgFPS=m/t;
将其与预期达到的帧数targetFPS做比较,当avgFPS<targetFPS时可认为一次检测的样本结果为真,否则为假。
根据检测时长与精度的需要,可定义,当总共做M次检测中,样本结果为真次数≥达到次数N次时,一次帧数检测任务总结果为真,否则为假。
上述检测中,检测程序周期数m、目标帧数targetFPS、检测次数M与达标次数N 都为设定值。来源自性能分析数据源设置。
关于帧数检测与内存检测的参照值设定,下面以具体实例进行说明:
性能分析数据源的设置方式可根据不同的程序自行选择方便的读取方式。帧数targetFPS的设定依照所开发的游戏要求设定。例如,竞速类、跑酷类等对帧数高要求的游戏理想帧数为60帧;而如回合制、卡牌类等对游戏速度要求没有那么高的游戏理想帧数一般30帧就可以正常运行。targetFPS按照产品质量设定略低于理想帧数。比如,60帧的可设为57帧左右,也可根据不同的优化等级设置不同的targetFPS。以实际项目效果为准。
(2)内存分析
获取当前可用系统内存是否低于游戏程序所预估的要求内存Mem,低于则内存测试结果为真。
所预估的要求内存Mem,同样可来源于性能分析数据源的设置。
性能数据分析模块执行完一次完整的测试任务之后,将测试结果报告至优化策略模块,之后性能数据分析模块等待下一次自启动。
要求内存Mem的设定,依照各游戏程序实际情况各有不同。其目标为,保证游戏可以在手机系统外部软件压制内存的情况下有一定确保正常运行的弹性。低于Mem的设定可采取一定优化策略释放部分内存。游戏程序质量稳定的情况下,可以将其Mem设定为略大于最大峰值。另外,可根据实际游戏采取的优化策略,对不同等级机型进行不同的Mem设定。比如,低性能机采取高优化措施,其Mem设定可相应设定较低。
步骤S908,优化策略模块运行实时优化策略,具体可根据收到的分析结果,判断是否需要进行优化调控,以及确定是哪方面的优化调控。若需要优化,则将当前设定的运行时动态优化策略等级提升一个级别,直至没有再高的优化级别位置。另外,在当前优先策略被实施前,暂停提升更高的优化策略,所以游戏单局一般只提升一级非即时优化策略。
在本申请的技术方案中,在结合静态优化的基础上,根据手机设备特点设计的运行时动态优化技术,能使游戏优化更灵活,优化方式更多样,优化效果更显著。游戏运行时根据其实际情况对游戏进行优化,使不同性能的机型都能够自动采用适合自身的优化方式,使优化后的游戏内性能有较为显著的提升,给予更好更顺畅的 游戏体验。
需要说明的是,本申请的技术方案中,“性能分析参数源”以及启动初始化的优化策略等级可以是设置的经验数据。
可选地,可根据不同机能数据的反馈,由大数据及深度学习算法自动分析出最合适该类机能的分析配置参数。比如,以设定的优化级别为因变量,以更少次数的优化调整为目标变量,指导机器学习。之后生成后台配置文件,下发给游戏前端用户,这样在版本不断迭代更新时,可以有更贴切当前新版本的参数即时地更新给用户,使得用户的体验和游戏的性能优化达到极致。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须的。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本申请各个实施例所述的方法。
根据本申请的又一种实施例,还提供了一种用于实施上述游戏画面的显示方法的游戏画面的显示装置。图10是根据本申请实施例的一种可选的游戏画面的显示装置的示意图,如图10所示,该装置可以包括:第一显示单元1001、获取单元1003以及第二显示单元1005。
第一显示单元1001,用于当目标游戏的客户端运行目标游戏时,按照第一显示方式在客户端中显示目标游戏中的画面,其中,客户端安装在移动设备上。
上述的显示方式是指用于配置客户端中画面显示的策略,如显示帧数、画面渲染方式等,不同的显示帧数、画面渲染方式对于移动设备的硬件资源的消耗和要求是不相同的,为了使移动设备在相应的显示方式下流畅的运行游戏,除了当前需要 消耗的硬件资源意外,还需要移动设备保持一定数量的资源余量。
获取单元1003,用于获取移动设备的第一状态信息,其中,第一状态信息用于指示移动设备在客户端按照第一显示方式进行显示时的状态。
上述第一状态信息包括移动设备运行游戏时的显示帧数、硬件资源的消耗量、硬件资源的剩余量等信息中的一个或多个。
第二显示单元1005,用于在第一状态信息与第一显示方式不匹配的情况下,将客户端的显示方式由第一显示方式切换为第二显示方式,并按照第二显示方式在客户端中继续显示目标游戏中的画面,其中,第二显示方式为根据第一状态信息确定的显示方式,在切换显示方式的过程中客户端中的目标游戏保持运行状态。
为了保证移动设备在第一显示方式下流程运行游戏,则需要移动设备保持第一显示方式所要求的硬件资源的余量和显示帧数,此时就可以将获取的第一状态信息中的资源信息、显示帧数和对应于第一显示方式所要求的资源余量和显示帧数进行比对,若实际的资源余量不小于第一显示方式所要求的资源余量,且实际显示帧数不小于所要求的显示帧数,则确定第一状态信息与第一显示方式匹配,否则认为二者不匹配,需要进行显示方式的切换。
同理,为了保证移动设备在第二显示方式下流程运行游戏,则需要移动设备保持第二显示方式所要求的硬件资源的余量和显示帧数。
需要说明的是,该实施例中的第一显示单元1001可以用于执行本申请实施例1中的步骤S302,该实施例中的获取单元1003可以用于执行本申请实施例1中的步骤S304,该实施例中的第二显示单元1005可以用于执行本申请实施例1中的步骤S306。
此处需要说明的是,上述模块与对应的步骤所实现的示例和应用场景相同,但不限于上述实施例1所公开的内容。需要说明的是,上述模块作为装置的一部分可以运行在如图2所示的硬件环境中,可以通过软件实现,也可以通过硬件实现。
通过上述模块,当目标游戏的客户端运行目标游戏时,按照第一显示方式在客户端中显示目标游戏中的画面;获取移动设备在客户端按照第一显示方式进行显示时的第一状态信息;在第一状态信息与第一显示方式不匹配的情况下,将客户端的显示方式由第一显示方式切换为第二显示方式,并按照第二显示方式在客户端中继续显示目标游戏中的画面,在切换显示方式的过程中客户端中的目标游戏保持运行状态,由于第二显示方式是根据第一状态信息确定的显示方式,是与移动设备运行 状态相匹配的显示方式,因此可以确保游戏的流畅运行,解决相关技术中游戏不能流畅运的技术问题,进而达到了在保证游戏不中断的情况下通过显示方式的调整来使游戏运行更加流畅的技术效果。
相关技术中是在游戏开始之前进行游戏设置,不适合性能条件变化大的手机环境,对于手机而言,自身硬件条件多样、系统多样,运行时可能对性能产生影响的因素多而复杂,在如此多变的软件运行环境下(如后台应用的启动、内存的重新分配等),用户主动选择的性能配置显得僵化甚至脱离实际,达不到其原本的进行流畅游戏的效果。
由于手机环境性能条件变化大,使得游戏开始之前的游戏设置不适合高节奏要求的游戏,对竞技类、跑酷类、赛车类等等高节奏的游戏类型而言,用户期待的是一个顺畅、高效、迅捷的游戏节奏,而传统的优化方式会破坏这种游戏节奏,玩家在游戏过程中不得不一次次暂停游戏去调节性能,从造成了极差的用户体验。
在本申请中,采用了一种游戏程序运行时的即时性能监控与多层次优化策略集的优化技术,结合传统的程序启动时的静态优化方案,使手游产品能够在多变的硬件性能条件下自动以最佳的效果及效率执行,提高了产品质量及用户体验。
可选地,第二显示单元包括:切换模块,用于在目标时刻将客户端的显示方式由第一显示方式切换为第二显示方式,其中,在目标时刻之前目标游戏中的画面按照第一显示方式显示在客户端中,从目标时刻开始目标游戏中的画面按照第二显示方式显示在客户端中。
可选地,客户端的显示方式用于指示画面显示帧数和画面渲染方式,第二显示单元包括:第一确定模块,用于在将客户端的显示方式由第一显示方式切换为第二显示方式之前,判断第一状态信息所指示的画面显示帧数是否不小于第一显示方式所指示的画面显示帧数,并判断第一状态信息所指示的资源参数是否在与第一显示方式所指示的画面渲染方式对应的参数范围内,其中,资源参数为移动设备的硬件资源的参数;第二确定模块,用于在判断出第一状态信息所指示的画面显示帧数不小于第一显示方式所指示的画面显示帧数,且第一状态信息所指示的资源参数在与第一显示方式所指示画面渲染方式对应的参数范围内的情况下,确定第一状态信息与第一显示方式匹配。
可选地,硬件资源包括运算资源和存储资源,其中,获取单元包括:第一获取 模块,用于获取移动设备的运算资源的资源参数;第二获取模块,用于获取移动设备的存储资源的资源参数;第三获取模块,用于获取移动设备在客户端中显示目标游戏中的画面时的画面显示帧数。
可选地,第二显示单元包括:第三获取模块,用于在将客户端的显示方式由第一显示方式切换为第二显示方式之前,获取客户端中预先配置的多个显示方式;第三确定模块,用于根据第一状态信息从多个显示方式中选取出第二显示方式。
可选地,第二显示单元包括:显示模块,用于在第一状态信息与第一显示方式不匹配的情况下,在客户端中显示当前运行的目标游戏的画面的同时,在客户端中显示提示信息,其中,提示信息用于提示客户端的显示方式被切换为第二显示方式。
本实施例中的模块或单元是与前述实施例中方法步骤相对应的软件模块,这些模块的具体实现方式与方法实施例中类似,在此不再赘述。
本技术方案根据游戏程序在手机上的实际运行情况,自动地采用最适合的优化策略技术,即便是由于性能无法达到程序正常运行的手机环境,也可在启动时给出提示说明,应用时完全不打断高节奏的游戏体验,给予更流畅高效的游戏效果,更不需要用户了解相关性能技术知识,老少咸宜,对于手机产品来说提供了极佳的产品体验。
此处需要说明的是,上述模块与对应的步骤所实现的示例和应用场景相同,但不限于上述实施例1所公开的内容。需要说明的是,上述模块作为装置的一部分可以运行在如图2所示的硬件环境中,可以通过软件实现,也可以通过硬件实现,其中,硬件环境包括网络环境。
根据本申请的又一种实施例,还提供了一种用于实施上述游戏画面的显示方法的服务器或终端(也即电子装置)。
图11是根据本申请实施例的一种终端的结构框图,如图11所示,该终端可以包括:一个或多个(图中仅示出一个)处理器1101、存储器1103、以及传输装置1105(如上述实施例中的发送装置),如图11所示,该终端还可以包括输入输出设备1107。
其中,存储器1103可用于存储软件程序以及模块,如本申请实施例中的游戏画面的显示方法和装置对应的程序指令/模块,处理器1101通过运行存储在存储器1103内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的游戏画面的显示方法。存储器1103可包括高速随机存储器,还可以包括非易失性存储器, 如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器1103可进一步包括相对于处理器1101远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。
上述的传输装置1105用于经由一个网络接收或者发送数据,还可以用于处理器与存储器之间的数据传输。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置1105包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置1105为射频(Radio Frequency,RF)模块,其用于通过无线方式与互联网进行通讯。
其中,具体地,存储器1103用于存储应用程序。
处理器1101可以通过传输装置1105调用存储器1103存储的应用程序,以执行下述步骤:当目标游戏的客户端运行目标游戏时,按照第一显示方式在客户端中显示目标游戏中的画面,其中,客户端安装在移动设备上;获取移动设备的第一状态信息,其中,第一状态信息用于指示移动设备在客户端按照第一显示方式进行显示时的状态;在第一状态信息与第一显示方式不匹配的情况下,将客户端的显示方式由第一显示方式切换为第二显示方式,并按照第二显示方式在客户端中继续显示目标游戏中的画面,其中,第二显示方式为根据第一状态信息确定的显示方式,在切换显示方式的过程中客户端中的目标游戏保持运行状态。
处理器1101还用于执行下述步骤:确定第一状态信息所指示的画面显示帧数是否不小于第一显示方式所指示的画面显示帧数,并确定第一状态信息所指示的资源参数是否在与第一显示方式所指示的画面渲染方式对应的参数范围内,其中,资源参数为移动设备的硬件资源的参数;在确定出第一状态信息所指示的画面显示帧数不小于第一显示方式所指示的画面显示帧数,且第一状态信息所指示的资源参数在与第一显示方式所指示画面渲染方式对应的参数范围内的情况下,确定第一状态信息与第一显示方式匹配。
采用本申请实施例,当目标游戏的客户端运行目标游戏时,按照第一显示方式在客户端中显示目标游戏中的画面;获取移动设备在客户端按照第一显示方式进行显示时的第一状态信息;在第一状态信息与第一显示方式不匹配的情况下,将客户 端的显示方式由第一显示方式切换为第二显示方式,并按照第二显示方式在客户端中继续显示目标游戏中的画面,在切换显示方式的过程中客户端中的目标游戏保持运行状态,由于第二显示方式是根据第一状态信息确定的显示方式,是与移动设备当前的运行状态相匹配的显示方式,因此可以确保游戏的流畅运行,解决相关技术中游戏不能流畅运的技术问题,进而达到了在保证游戏不中断的情况下通过显示方式的调整来使游戏运行更加流畅的技术效果。
可选地,本实施例中的具体示例可以参考上述实施例1和实施例2中所描述的示例,本实施例在此不再赘述。
本领域普通技术人员可以理解,图11所示的结构仅为示意,终端可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图11其并不对上述电子装置的结构造成限定。例如,终端还可包括比图11中所示更多或者更少的组件(如网络接口、显示装置等),或者具有与图11所示不同的配置。
本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
本申请的又一种实施例还提供了一种存储介质。可选地,在本实施例中,上述存储介质可以用于执行游戏画面的显示方法的程序代码。
可选地,在本实施例中,上述存储介质可以位于上述实施例所示的网络中的多个网络设备中的至少一个网络设备上。
可选地,在本实施例中,存储介质被设置为存储用于执行以下步骤的程序代码:
S11,当目标游戏的客户端运行目标游戏时,按照第一显示方式在客户端中显示目标游戏中的画面,其中,客户端安装在移动设备上;
S12,获取移动设备的第一状态信息,其中,第一状态信息用于指示移动设备在客户端按照第一显示方式进行显示时的状态;
S13,在第一状态信息与第一显示方式不匹配的情况下,将客户端的显示方式由第一显示方式切换为第二显示方式,并按照第二显示方式在客户端中继续显示目标游戏中的画面,其中,第二显示方式为根据第一状态信息确定的显示方式,在切换 显示方式的过程中客户端中的目标游戏保持运行状态。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:
S21,确定第一状态信息所指示的画面显示帧数是否不小于第一显示方式所指示的画面显示帧数,并确定第一状态信息所指示的资源参数是否在与第一显示方式所指示的画面渲染方式对应的参数范围内,其中,资源参数为移动设备的硬件资源的参数;
S22,在确定出第一状态信息所指示的画面显示帧数不小于第一显示方式所指示的画面显示帧数,且第一状态信息所指示的资源参数在与第一显示方式所指示画面渲染方式对应的参数范围内的情况下,确定第一状态信息与第一显示方式匹配。
可选地,本实施例中的具体示例可以参考上述实施例1和实施例2中所描述的示例,本实施例在此不再赘述。
可选地,在本实施例中,上述存储介质可以包括但不限于:U盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上所述仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。

Claims (15)

  1. 一种游戏画面的显示方法,应用于移动设备,其特征在于,包括:
    所述移动设备运行目标游戏时,按照第一显示方式在客户端中显示所述目标游戏中的画面;
    获取所述移动设备的第一状态信息;
    在所述第一状态信息与所述第一显示方式不匹配的情况下,所述移动设备将所述客户端的显示方式由所述第一显示方式切换为第二显示方式,并按照所述第二显示方式在所述客户端中继续显示所述目标游戏中的画面;其中,所述第二显示方式为根据第一状态信息确定的显示方式,在切换显示方式的过程中所述客户端中的所述目标游戏保持运行状态。
  2. 根据权利要求1所述的方法,其特征在于,将所述客户端的显示方式由所述第一显示方式切换为第二显示方式包括:
    在目标时刻将所述客户端的显示方式由所述第一显示方式切换为所述第二显示方式,其中,在所述目标时刻之前所述目标游戏中的画面按照所述第一显示方式显示在所述客户端中,从所述目标时刻开始所述目标游戏中的画面按照所述第二显示方式显示在所述客户端中。
  3. 根据权利要求1所述的方法,其特征在于,所述客户端的显示方式用于指示画面显示帧数和画面渲染方式,在将所述客户端的显示方式由所述第一显示方式切换为第二显示方式之前,所述方法还包括按照如下方式确定所述第一状态信息与所述第一显示方式匹配:
    确定所述第一状态信息所指示的画面显示帧数是否不小于所述第一显示方式所指示的画面显示帧数,并确定所述第一状态信息所指示的资源参数是否在与所述第一显示方式所指示的画面渲染方式对应的参数范围内,其中,所述资源参数为所述移动设备的硬件资源的参数;
    在确定出所述第一状态信息所指示的画面显示帧数不小于所述第一显示方式所指示的画面显示帧数,且所述第一状态信息所指示的资源参数在与所述第一显示方式所指示画面渲染方式对应的参数范围内的情况下,确定所述第一状态信息与所述第一显示方式匹配。
  4. 根据权利要求3所述的方法,其特征在于,所述硬件资源包括运算资源和存 储资源,其中,获取所述移动设备的第一状态信息包括:
    获取所述移动设备的运算资源的资源参数;
    获取所述移动设备的存储资源的资源参数;
    获取所述移动设备在所述客户端中显示所述目标游戏中的画面时的画面显示帧数。
  5. 根据权利要求1所述的方法,其特征在于,在将所述客户端的显示方式由所述第一显示方式切换为第二显示方式之前,所述方法还包括按照如下方式确定所述第二显示方式:
    获取所述客户端中预先配置的多个显示方式;
    根据所述第一状态信息从所述多个显示方式中选取出所述第二显示方式。
  6. 根据权利要求1所述的方法,其特征在于,在所述第一状态信息与所述第一显示方式不匹配的情况下,所述方法还包括:
    在所述客户端中显示当前运行的所述目标游戏的画面的同时,在所述客户端中显示提示信息,其中,所述提示信息用于提示所述客户端的显示方式被切换为所述第二显示方式。
  7. 根据权利要求1所述的方法,其特征在于,在所述客户端运行所述目标游戏之前,所述方法还包括:
    获取所述移动设备当前的状态信息;
    根据所述移动设备当前的状态信息确定运行所述目标游戏时在所述客户端中显示所述目标游戏的画面所使用的所述第一显示方式。
  8. 一种游戏画面的显示装置,其特征在于,包括:
    第一显示单元,用于当目标游戏的客户端运行所述目标游戏时,按照第一显示方式在所述客户端中显示所述目标游戏中的画面,其中,所述客户端安装在移动设备上;
    获取单元,用于获取所述移动设备的第一状态信息;
    第二显示单元,用于在所述第一状态信息与所述第一显示方式不匹配的情况下,将所述客户端的显示方式由所述第一显示方式切换为第二显示方式,并按照所述第二显示方式在所述客户端中继续显示所述目标游戏中的画面,其中,所述第二显示方式为与根据第一状态信息确定的显示方式,在切换显示方式的过程中所述客户端 中的所述目标游戏保持运行状态。
  9. 根据权利要求8所述的装置,其特征在于,所述第二显示单元包括:
    切换模块,用于在目标时刻将所述客户端的显示方式由所述第一显示方式切换为所述第二显示方式,其中,在所述目标时刻之前所述目标游戏中的画面按照所述第一显示方式显示在所述客户端中,从所述目标时刻开始所述目标游戏中的画面按照所述第二显示方式显示在所述客户端中。
  10. 根据权利要求8所述的装置,其特征在于,所述客户端的显示方式用于指示画面显示帧数和画面渲染方式,所述第二显示单元包括:
    第一确定模块,用于在将所述客户端的显示方式由所述第一显示方式切换为第二显示方式之前,确定所述第一状态信息所指示的画面显示帧数是否不小于所述第一显示方式所指示的画面显示帧数,并确定所述第一状态信息所指示的资源参数是否在与所述第一显示方式所指示的画面渲染方式对应的参数范围内,其中,所述资源参数为所述移动设备的硬件资源的参数;
    第二确定模块,用于在确定出所述第一状态信息所指示的画面显示帧数不小于所述第一显示方式所指示的画面显示帧数,且所述第一状态信息所指示的资源参数在与所述第一显示方式所指示画面渲染方式对应的参数范围内的情况下,确定所述第一状态信息与所述第一显示方式匹配。
  11. 根据权利要求10所述的装置,其特征在于,所述硬件资源包括运算资源和存储资源,其中,所述获取单元包括:
    第一获取模块,用于获取所述移动设备的运算资源的资源参数;
    第二获取模块,用于获取所述移动设备的存储资源的资源参数;
    第三获取模块,用于获取所述移动设备在所述客户端中显示所述目标游戏中的画面时的画面显示帧数。
  12. 根据权利要求8所述的装置,其特征在于,所述第二显示单元包括:
    第三获取模块,用于在将所述客户端的显示方式由所述第一显示方式切换为第二显示方式之前,获取所述客户端中预先配置的多个显示方式;
    第三确定模块,用于根据所述第一状态信息从所述多个显示方式中选取出所述第二显示方式。
  13. 根据权利要求8所述的装置,其特征在于,所述第二显示单元包括:
    显示模块,用于在所述第一状态信息与所述第一显示方式不匹配的情况下,在所述客户端中显示当前运行的所述目标游戏的画面的同时,在所述客户端中显示提示信息,其中,所述提示信息用于提示所述客户端的显示方式被切换为所述第二显示方式。
  14. 一种计算机可读存储介质,其特征在于,所述存储介质包括存储的程序,其中,所述程序运行时执行上述权利要求1至7任一项中所述的游戏画面的显示方法。
  15. 一种电子装置,包括存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序,其特征在于,所述处理器通过所述计算机程序执行上述权利要求1至7任一项中所述的游戏画面的显示方法。
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