WO2023241186A1 - 一种虚拟对象控制方法、装置、设备、介质和程序产品 - Google Patents

一种虚拟对象控制方法、装置、设备、介质和程序产品 Download PDF

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Publication number
WO2023241186A1
WO2023241186A1 PCT/CN2023/087465 CN2023087465W WO2023241186A1 WO 2023241186 A1 WO2023241186 A1 WO 2023241186A1 CN 2023087465 W CN2023087465 W CN 2023087465W WO 2023241186 A1 WO2023241186 A1 WO 2023241186A1
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Prior art keywords
virtual object
level
updated
attribute
performance
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PCT/CN2023/087465
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English (en)
French (fr)
Inventor
周喆
洪树斌
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腾讯科技(深圳)有限公司
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Publication of WO2023241186A1 publication Critical patent/WO2023241186A1/zh

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Classifications

    • 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
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/02Total factory control, e.g. smart factories, flexible manufacturing systems [FMS] or integrated manufacturing systems [IMS]

Definitions

  • This application relates to the technical field of computer technology, and in particular to virtual object control.
  • the PVE game performance optimization solutions of related technologies usually only provide a few fixed optimization combinations, and during the game, the player is also required to respond to game lags, etc. In this case, the optimization combination is manually adjusted, resulting in a poor game experience.
  • Embodiments of the present application provide a virtual object control method and related devices, which determine the level attributes of different virtual objects and the display parameters corresponding to the different level attributes through different performance levels of the terminal to achieve differentiation of different virtual objects in the target game.
  • the centralized control improves the dynamic adaptability of performance optimization and saves players the process of manual adjustment.
  • One aspect of this application provides a virtual object control method, including:
  • the target game When the target game is running, obtain the terminal performance gear and the current frame rate, where the performance gear is used to indicate the number of virtual objects that the terminal can display for different level attributes, and the level attribute is used to identify when the terminal displays virtual objects with level attributes.
  • the amount of display resources consumed When the target game is running, obtain the terminal performance gear and the current frame rate, where the performance gear is used to indicate the number of virtual objects that the terminal can display for different level attributes, and the level attribute is used to identify when the terminal displays virtual objects with level attributes.
  • the performance gear is updated to obtain the updated performance gear
  • a virtual object control device including:
  • the data acquisition module is used to obtain the terminal performance level and the current frame rate when the target game is running.
  • the performance level is used to indicate the number of virtual objects that the terminal can display for different level attributes, and the level attribute is used to identify the terminal display.
  • the gear update module is used to update the performance gear according to the current frame rate and obtain the updated performance gear
  • the level attribute update module is used to update the level attributes of virtual objects in the target game according to the updated performance level to obtain the updated level attributes of the virtual objects;
  • the display parameter determination module is used to determine the display parameters corresponding to the virtual object based on the updated level attributes of the virtual object;
  • the virtual object control module is used to control the corresponding virtual object using the display parameters corresponding to the virtual object.
  • Another aspect of the application provides a computer device, including:
  • the memory is used to store computer programs
  • the processor is used to execute the computer program in the memory, including methods for executing the above aspects;
  • the bus system is used to connect the memory and the processor so that the memory and the processor can communicate.
  • a computer program is stored in the computer-readable storage medium, and when run on a computer, it causes the computer to perform the methods of the above aspects.
  • Another aspect of the present application provides a computer program product including a computer program stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the computer device executes the methods provided by the above aspects.
  • the performance gear After obtaining the performance gear and the current frame rate of the terminal, the performance gear is updated according to the current frame rate. Since the performance gear can indicate the number of virtual objects that the terminal can display for different levels of attributes, it can be based on the updated performance
  • the gear level updates the level attribute of the virtual object, and determines the display parameters of the virtual object based on the updated level attribute of the virtual object. Based on the display parameters, the corresponding virtual object can be displayed and controlled on the terminal.
  • the level attributes of different virtual objects and the display parameters corresponding to different level attributes are updated through the different performance levels of the terminal. Since the current frame rate can reflect the current display performance of the terminal, the level attributes and display parameters are updated based on the current frame rate.
  • the display performance can be more adapted to the display performance, that is, under the display control of virtual objects through display parameters, a better display effect can be obtained at the current frame rate, and the display parameters can be dynamically adapted as the current frame rate changes. match.
  • the level attributes of the virtual objects will be updated based on the updated performance level, so that the original virtual objects with the same level attributes may have differences in level attributes after the update, which will be reflected in the final display control, thereby achieving control.
  • Different virtual objects in the target game are differentially controlled based on the current frame rate.
  • Figure 1 is an architectural schematic diagram of a virtual object control system provided by an embodiment of the present application
  • Figure 2 is a flow chart of a virtual object control method provided by an embodiment of the present application.
  • Figure 3 is a flow chart of a virtual object control method provided by another embodiment of the present application.
  • Figure 4 is a flow chart of a virtual object control method provided by another embodiment of the present application.
  • Figure 5 is a flow chart of a virtual object control method provided by another embodiment of the present application.
  • Figure 6 is a flow chart of a virtual object control method provided by another embodiment of the present application.
  • Figure 7 is a flow chart of a virtual object control method provided by yet another embodiment of the present application.
  • Figure 8 is a flow chart of a virtual object control method applied to game A provided by an embodiment of the present application.
  • Figure 9 is a virtual object control framework provided by an embodiment of the present application.
  • Figure 10 is a schematic structural diagram of a virtual object control device provided by an embodiment of the present application.
  • Figure 11 is a schematic structural diagram of a server provided by an embodiment of the present application.
  • the embodiment of the present application provides a virtual object control method, which determines different virtual objects through different performance levels of the terminal.
  • the level attributes of objects and the display parameters corresponding to different level attributes enable differentiated control of different virtual objects in the target game, improving the dynamic adaptation capabilities of performance optimization and eliminating the need for manual adjustments by players.
  • the ideas for improving game performance provided by the embodiments of this application are mainly oriented to PVE games containing non-player characters (NPCs).
  • NPCs non-player characters
  • the ideas for improving game performance provided by the embodiments of this application can be specifically adjusted according to the three dimensions of fluency, clarity, and fineness of each NPC in the game to improve game performance.
  • the smoothness, clarity and fineness of the NPC can be changed.
  • Embodiments of the present application provide a virtual object control method that determines the level attributes of different virtual objects and the display parameters corresponding to the different level attributes through different performance levels of the terminal, thereby realizing control of different virtual objects in the target game based on the current frame rate.
  • the differentiated control improves the dynamic adaptability of performance optimization and saves players the process of manual adjustment.
  • Figure 1 is an application environment diagram of the virtual object control method in the embodiment of the present application.
  • the virtual object control method in the embodiment of the present application is applied to the virtual object control system.
  • the virtual object control system can be a computer device, and the computer device includes: a server and a terminal device; the server can be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud provider.
  • Terminal devices include but are not limited to mobile phones, computers, intelligent voice interaction devices, smart home appliances, vehicle-mounted terminals, etc.
  • the terminal and the server may be connected directly or indirectly through wired or wireless communication methods, which are not limited in the embodiments of the present application.
  • the server When the target game is running, the server first obtains the terminal performance gear and the current frame rate; secondly, the server updates the performance gear based on the current frame rate to obtain the updated performance gear; then, the server updates the performance gear based on the updated performance gear. bit, update the level attributes of each virtual object in the target game to obtain the updated level attributes of each virtual object; then, the server determines the display parameters corresponding to each virtual object based on the updated level attributes of each virtual object. ; Finally, the server uses the display parameters corresponding to each virtual object to control the corresponding virtual object.
  • the virtual object control method provided by the embodiment of the present application includes: S110 to S150. specific:
  • the performance level is used to indicate the number of virtual objects that the terminal can display for different levels of attributes.
  • the terminal performance level refers to the performance level of the target game when running on the terminal. Different performance levels support at least partially different numbers of runnable virtual objects with different levels of attributes.
  • the performance level of the terminal has a corresponding relationship with the number of runnable virtual objects supported by different levels of attributes.
  • This level attribute is used to identify the amount of display resources consumed by the terminal when displaying virtual objects with the level attribute.
  • the amount of display resources consumed by the terminal is similar.
  • the amount of display resources consumed is quite different. For example, the higher the level attribute, the greater the amount of display resources the terminal uses for display. The lower the level attribute, the smaller the amount of display resources the terminal uses for display.
  • the frame rate refers to the frequency (rate) at which bitmap images in units of frames continuously appear on the terminal's display.
  • the higher the frame rate the smoother the picture.
  • the current frame rate can intuitively reflect the current display performance of the terminal when the target game is running. The higher the current frame rate, the better the current display performance of the terminal, that is, it is more suitable for displaying more virtual objects or improving the display quality of virtual objects. The lower the current frame rate, the worse the current display performance of the terminal, that is, it is less suitable for displaying more virtual objects. Multiple virtual objects may not be suitable for improving the display quality of virtual objects.
  • the performance level of the terminal can be adjusted through the frame rate. For example, when the frame rate is less than the first frame rate preset value, it means that the display performance of the terminal is low, and the performance level of the terminal needs to be lowered. level, thereby reducing the number of virtual objects that can be displayed with different levels of attributes; or, when the frame rate is higher than the second frame rate preset value, it means that the display performance of the terminal is higher, and the performance level of the terminal can be upgraded, thereby Increase the number of virtual objects that can be displayed at different levels of attributes.
  • the level attribute of the virtual object is adjusted according to the number of displayable virtual objects corresponding to the updated performance level. Specifically, all virtual objects in the target game can be sorted according to their importance scores, and according to the sorting results and the number of level attributes corresponding to the updated performance grades; or, the level attributes of the virtual objects can be randomly sorted Adjust the number of virtual objects corresponding to each level of attributes to meet the updated performance level.
  • the number of virtual objects that need to be updated can differ in different application scenarios.
  • it can be all the virtual objects in the target game, or it can be the virtual objects in the target game that need to be displayed in the display area of the terminal.
  • the virtual object may be part of all virtual objects of the target game.
  • S140 Determine display parameters corresponding to the virtual object according to the updated level attributes of the virtual object.
  • the display parameters refer to the control parameters when controlling the display of the virtual object. Specifically, it can be divided into at least one of the fluency display parameter, the realism display parameter and the fineness display parameter.
  • level attributes correspond to different display parameters.
  • the level attributes are higher, the number and types of corresponding display parameters are greater.
  • S150 Use the display parameters corresponding to the virtual object to control the display of the corresponding virtual object on the terminal.
  • the virtual object can be displayed and controlled on the aforementioned terminal. To achieve differential control of different virtual objects with different display parameters.
  • the performance level of the terminal is divided into three performance levels: A, B, and C.
  • the level attribute of the virtual object is divided into three levels: high, medium, and low.
  • the performance level of the terminal The corresponding relationship between bits and the number of virtual objects that can be displayed for different levels of supported attributes is shown in Table 1.
  • Display parameters are divided into at least one of fluency display parameters, realism display parameters and fineness display parameters; fluency display parameters include client model interpolation mode, collision detection and movement prediction, and local simulation of root bone motion; realism display Parameters include physical hit feedback, death physics animation and high-cost animation nodes; fine display parameters include client simulation update frequency and client animation update frequency.
  • the display parameters corresponding to different levels of attributes are shown in Table 2.
  • the performance level of the current terminal is level A, and there are a total of 30 virtual objects displayed on the current screen. Among them, there are 5 virtual objects with high-level attributes and 5 virtual objects with medium-level attributes. There are 10, and there are 15 virtual objects with low-level attributes.
  • Obtain the current frame rate compare the current frame rate with the preset frame rate, and find that the current frame rate is less than the preset frame rate, then downgrade the terminal's performance level, that is, adjust the terminal's performance level to B level.
  • the number of virtual objects corresponding to level B is 3 with high-level attributes, 7 with medium-level attributes, 20 with low-level virtual objects, and the number of virtual objects corresponding to level B is 3.
  • the method of updating the level attributes can be to rank the 30 virtual objects by their importance. According to the sorting results, update the level attributes of the virtual objects ranked 1-3 to high levels, and update the levels of the virtual objects ranked 4-10.
  • the attributes are updated to medium level, and the level attributes of virtual objects ranked 11-20 are updated to low level; the level attributes of virtual objects can also be updated by randomly retaining 5 virtual objects with high level attributes.
  • the level attributes of 3 virtual objects are high level, and the level attributes of the remaining 2 virtual objects are updated to medium level.
  • the level attributes of 5 virtual objects among the 10 virtual objects whose original level attributes are medium are randomly retained as medium.
  • the virtual object is controlled according to the updated level attributes of the virtual object and the display parameters corresponding to different level attributes.
  • the virtual object control method provided by the embodiment of the present application determines the level attributes of different virtual objects and the display parameters corresponding to the different level attributes through different performance levels of the terminal, thereby achieving differentiated display control of different virtual objects in the target game. It improves the dynamic adaptation capabilities of performance optimization and saves players the process of manual adjustment.
  • S130 includes sub-S1301 to sub-S1309. Among them, sub-steps S1305, S1307 and S1309 are parallel steps. specific:
  • the update window time is set, and the update window time may be the difference between the last update time and the current update time. If the update window time is 1 second, the last update time of a virtual object is 06:05:03:07 (6 hours, 5 minutes, 3 seconds and 7 milliseconds), and the current update time is 06:05:03:58 (6 hour 5 minutes 3 seconds 58 milliseconds), the difference between the last update time and the current update time is 21 milliseconds, which is less than the update window time 1 second, then the virtual object is within the update window time.
  • the update window time is 1 second
  • the last update time of a virtual object is 06:05:03:07 (6 hours, 5 minutes, 3 seconds and 7 milliseconds)
  • the current update time is 06:05:04:10 (6 hour 5 minutes 4 seconds 10 milliseconds)
  • the difference between the last update time and the current update time is 1 second 3 milliseconds, which is greater than the update window time 1 second, then the virtual object is not within the update window time.
  • the level difference will be 1 level; if its target level attribute is low level, Then the level difference is 2 levels.
  • the default level span value is level 1.
  • the level attribute of the virtual object is divided into three levels: high, medium and low, and the default level span value is level 1.
  • the current level attribute of virtual object A is high, and the update window time is 1 second.
  • the target level attribute of virtual object A is low level.
  • the current level attribute of virtual object B is high, and the update window time is 1 second.
  • the target level attribute of virtual object B is intermediate, and virtual object B is not within the update window time. During this update, the level of virtual object B will be changed. Properties are set to Intermediate.
  • the current level attribute of virtual object C is advanced, and the update window time is 1 second.
  • the target level attribute of virtual object C is intermediate, and virtual object C is within the update window time. During this update, the current level attribute remains unchanged. i.e. stay premium until the next update.
  • the virtual object control method provided by the embodiment of the present application solves the jitter phenomenon caused by virtual objects during level update by setting the update window time, and improves the quality of the game screen.
  • S130 includes sub-S1300 to sub-S1308. specific:
  • configuration attributes are the built-in attributes of virtual objects, including body shape information, type information and other attribute information.
  • Position information and direction information are information presented by the virtual object in the current game screen, and will change as the game progresses.
  • the performance level of the current terminal is level A (there are 5 virtual objects with high-level attributes and 5 virtual objects with medium-level attributes). 10, and there are 15 virtual objects with low-level attributes).
  • the updated performance level is level B (there are 3 virtual objects with high-level attributes, 7 virtual objects with medium-level attributes, and 20 virtual objects with low-level attributes).
  • Obtain the configuration attributes, location information and direction information corresponding to 30 virtual objects calculate the importance scores of the 30 virtual objects, sort the importance of the 30 virtual objects according to the importance scores of the 30 virtual objects, and obtain the importance Ranking.
  • the level attributes of virtual objects ranked 1-3 are updated to high level
  • the level attributes of virtual objects ranked 4-10 are updated to medium level
  • the level attributes of virtual objects ranked 11-20 are updated. Attributes updated to lower levels.
  • the virtual object control method calculates the importance of each virtual object, uses the importance as the update standard for the grade attribute of the virtual object, and sets a higher level for the virtual object with a higher importance to obtain the usage. It displays better corresponding display parameters and improves the quality of the game picture; it sets a lower level for virtual objects with lower importance to obtain better game performance and realize different virtual objects in the target game. Differentiated control improves dynamic adaptation capabilities for performance optimization.
  • the configuration attributes include body shape information and type information. Please refer to Figure 5.
  • the calculation process of the importance score includes S11 to S15, and S11, S12, S13 and S14 are parallel steps. specific:
  • each virtual object is scored according to its body size to obtain body shape information, and the body shape information is a value between [0,1].
  • the type score of each virtual object is performed according to the type of the virtual object to obtain type information, and the type information is a value between [0,1].
  • the distance from each virtual object to the center of the display screen is calculated, and the calculated distance is normalized to obtain position information, which is a value between [0,1].
  • direction angle between each virtual object and the display screen is calculated, and the calculated angle is normalized to obtain direction information, which is a value between [0,1].
  • the importance score can be calculated by weighting the body shape information, type information, location information and direction information, for example.
  • S i is the importance score of virtual object i
  • F is the body shape information of virtual object i
  • T is the type information of virtual object i
  • D is the position information of virtual object i
  • A is the direction information of virtual object i
  • w F is the body weight
  • w T is the type weight
  • w D is the position weight
  • w A is the direction weight.
  • the virtual object control method provided by the embodiment of the present application uses the body shape information, type information, position information and direction information of each virtual object as the calculation standard for the importance score of the virtual object to realize the control of different virtual objects in the target game. Differential control.
  • S120 includes sub-S1201 and sub-S1202, and sub-S1201 and sub-S1202 are parallel steps. specific:
  • the default frame rate value is generally 30 frames.
  • the current performance level of the terminal when the target game is running, the current performance level of the terminal is level A. If the current frame rate is 20 frames, the performance level of the terminal is reduced to level B; if If the current frame rate is 30 frames or greater, the current performance level remains unchanged.
  • the virtual object control method provided by the embodiment of the present application uses the current frame rate as the adjustment standard for the terminal's performance level, which improves the dynamic adaptation capability of performance optimization and saves the player's manual adjustment process.
  • the level attributes include a first level and a second level.
  • S150 includes sub-S1501 and sub-S1502, and sub-S1501 and sub-S1502 are parallel steps. specific:
  • the updated level attribute of the virtual object is the first level, determine that the display parameters corresponding to the virtual object include fluency display parameters, realism display parameters and fineness display parameters.
  • the virtual object control method provided by the embodiment of the present application configures different display levels for virtual objects of different levels. Parameters to achieve differentiated control of different virtual objects in the target game.
  • Game A is a PVE game. In a certain game process, there are a total of 50 NPCs composed of virtual objects. Among them, the number of virtual objects displayed on the current screen is 30.
  • the terminal's performance levels include three performance levels: A, B, and C.
  • the level attributes of virtual objects are divided into four levels: high, medium, low, and non-screen virtual objects.
  • the terminal's performance levels The corresponding relationship between bits and the number of virtual objects that can be displayed for different levels of supported attributes is shown in Table 4.
  • Display parameters are divided into fluency display parameters, realism display parameters and fineness display parameters; fluency display parameters include client model interpolation mode, collision detection and movement prediction, and local simulation of root bone motion; realism display parameters include physical effects Click feedback, death physics animation and high-cost animation nodes; fine display parameters include client simulation update frequency and client animation update frequency.
  • the display parameters corresponding to different levels of attributes are shown in Table 5.
  • the default frame rate value for Game A is 30 frames.
  • the update window time of all virtual objects in Game A is 1 second.
  • the default level span value for Game A is level 1.
  • an embodiment of the present application provides a virtual object control method applied to game A, including S1 to S7. specific:
  • the performance level of the terminal is level A
  • the current frame rate is 28 frames.
  • the current frame rate is less than the preset frame rate value, it is necessary to downshift the performance level, that is, the terminal's The performance level is updated to B level.
  • the target level attribute of the virtual object ranked 1-3 in the importance ranking is set to a high level, and the target level attribute of the virtual object ranked 4 in the importance ranking is set.
  • the target level attribute of the virtual object of -10 is set to the medium level, and the target level attribute of the virtual object ranked 11-30 in the importance ranking is set to the low level.
  • the target level attribute is determined to be the updated level attribute of the virtual object.
  • the target level attribute of the virtual object is determined to be the updated value of the virtual object.
  • Level attributes
  • the current level attribute of the virtual object remains unchanged.
  • the client model interpolation mode in its fluency display parameters to exponential interpolation, enable collision detection and movement prediction, and enable local simulation of root bone motion; enable The physical hit feedback in its realism display parameters is enabled, and death physics animation and high-overhead animation nodes are enabled; the client simulation update frequency in its fineness display parameters is set to high frequency, and the client animation update frequency is set to high frequency.
  • the client model interpolation mode in its fluency display parameters to exponential interpolation, disable collision detection and movement prediction, and disable local simulation of root bone motion; disable The physical hit feedback in its realism display parameters, and the death physics animation and high-overhead animation nodes are disabled; the client simulation update frequency in its fineness display parameters is set to medium frequency, and the client animation update frequency is set is the medium frequency.
  • the client model interpolation mode in its fluency display parameters to exponential interpolation, disable collision detection and movement prediction, and disable local simulation of root bone motion; disable That Physical hit feedback in the realism display parameters, and disable death physics animations and high-cost animation nodes; set the client simulation update frequency in its fineness display parameters to low frequency, and set the client animation update frequency to low frequency.
  • the client model interpolation mode in its fluency display parameters to no interpolation, disable collision detection and movement prediction, and disable the localization of root bone motion.
  • Simulation disable physical hit feedback in its realism display parameters, and disable death physics animations and high-overhead animation nodes; set the client simulation update frequency in its fineness display parameters to low frequency, and set the client Animation update frequency is set to low frequency.
  • the virtual object control framework provided by the embodiment of the present application includes a virtual object unit and a performance unit, where the performance system includes an importance score calculation subunit and a grade attribute allocation subunit.
  • the performance system includes an importance score calculation subunit and a grade attribute allocation subunit.
  • the virtual object control method provided by the embodiment of the present application determines the level attributes of different virtual objects and the display parameters corresponding to the different level attributes through different performance levels of the terminal, achieving differentiated control of different virtual objects in the target game, and improving the Dynamic adaptation capabilities for performance optimization, while eliminating the need for players to manually adjust.
  • Figure 10 is a schematic diagram of an embodiment of the virtual object control device 10 in the embodiment of the present application.
  • the virtual object control device 10 includes:
  • the data acquisition module 110 is used to obtain the performance gear and the current frame rate of the terminal when the target game is running, where the performance gear is used to indicate the number of virtual objects that the terminal can display for different level attributes, and the level attribute is used to identify The amount of display resources consumed by the terminal when displaying virtual objects with hierarchical attributes.
  • the gear update module 120 is used to update the performance gear according to the current frame rate to obtain an updated performance gear.
  • the level attribute update module 130 is used to update the level attribute of the virtual object in the target game according to the updated performance level to obtain the updated level attribute of the virtual object.
  • the display parameter determination module 140 is used to determine the display parameters corresponding to the virtual object according to the updated level attributes of the virtual object.
  • the virtual object control module 150 is used to use the display parameters corresponding to the virtual objects to perform display control on the corresponding virtual objects.
  • the virtual object control device determines the level attributes of different virtual objects and the display parameters corresponding to the different level attributes through different performance levels of the terminal, thereby achieving differentiated control of different virtual objects in the target game, improving the Dynamic adaptation capabilities for performance optimization, while eliminating the need for players to manually adjust.
  • the level attribute update module 130 is also used to:
  • the target level attribute is determined as the updated level attribute of the virtual object
  • the target level attribute of the virtual object is determined to be updated by the virtual object.
  • the current level attribute of the virtual object remains unchanged.
  • the virtual object control device provided by the embodiment of the present application solves the jitter phenomenon caused by virtual objects during level update by setting the update window time, and improves the quality of the game picture.
  • the level attribute update module 130 is also used to:
  • the importance ranking of the virtual object is obtained
  • the updated performance level determine the number of virtual objects corresponding to different levels of attributes
  • the updated level attributes of the virtual objects are determined.
  • the virtual object control device calculates the importance of each virtual object, uses the importance as the update standard for the level attribute of the virtual object, and sets a higher level for the virtual object with a higher importance to obtain the usage. It displays better corresponding display parameters and improves the quality of the game picture; it sets a lower level for virtual objects with lower importance to obtain better game performance and realize different virtual objects in the target game. Differentiated control improves dynamic adaptation capabilities for performance optimization.
  • the configuration attributes include body shape information and type information.
  • the calculation process of importance score includes:
  • the body shape score is calculated
  • the type score is calculated
  • the location score is calculated
  • the direction score is calculated
  • the importance score is obtained through the body shape score, type score, position score and direction score.
  • the virtual object control device uses the body shape information, type information, position information and direction information of each virtual object as the calculation standard for the importance score of the virtual object to realize the control of different virtual objects in the target game. Differential control.
  • the gear update module 120 is also used to:
  • the current performance level of the terminal remains unchanged.
  • the virtual object control device provided by the embodiment of the present application uses the current frame rate as the downshift standard for the terminal performance level, which improves the dynamic adaptation capability of performance optimization and saves the player's manual adjustment process.
  • the level attribute includes a first level and a second level.
  • the virtual object control module 150 is also used for:
  • the display parameters corresponding to the virtual object include fluency display parameters, realism display parameters and fineness display parameters;
  • the display parameters corresponding to the virtual object include fluency display parameters.
  • the virtual object control device provided by the embodiment of the present application realizes differentiated control of different virtual objects in the target game by configuring different display parameters for virtual objects of different levels.
  • FIG 11 is a schematic structural diagram of a server provided by an embodiment of the present application.
  • the server 300 may vary greatly due to different configurations or performance, and may include one or more central processing units (CPUs) 322 (for example, , one or more processors) and memory 332, one or more storage media 330 (eg, one or more mass storage devices) that stores applications 342 or data 344.
  • the memory 332 and the storage medium 330 may be short-term storage or persistent storage.
  • the program stored in the storage medium 330 may include one or more modules (not shown in the figure), and each module may include a series of instruction operations on the server.
  • the central processor 322 may be configured to communicate with the storage medium 330 and execute a series of instruction operations in the storage medium 330 on the server 300 .
  • Server 300 may also include one or more power supplies 326, one or more wired or wireless network interfaces 350, one or more input and output interfaces 358, and/or, one or more operating systems 341, such as Windows Server TM , Mac OS X TM , Unix TM , Linux TM , FreeBSD TM and so on.
  • the steps performed by the server in the above embodiment may be based on the server structure shown in FIG. 11 .
  • embodiments of the present application also provide a storage medium, the storage medium is used to store a computer program, and the computer program is used to execute the method provided in the above embodiments.
  • Embodiments of the present application also provide a computer program product including a computer program, which when run on a computer causes the computer to execute the method provided in the above embodiments.
  • the disclosed systems, devices and methods can be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of units is only a logical function division. In actual implementation, there may be other division methods.
  • multiple units or components may be combined or integrated. to another system, or some features can be ignored, or not implemented.
  • the coupling or direct coupling or communication connection between each other shown or discussed may be through some interfaces, and the indirect coupling or communication connection of the devices or units may be in electrical, mechanical or other forms.
  • a unit described as a separate component may or may not be physically separate.
  • a component shown as a unit may or may not be a physical unit, that is, it may be located in one place, or it may be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in each embodiment of the present application can be integrated into one processing unit, each unit can exist physically alone, or two or more units can be integrated into one unit.
  • the above integrated units are both It can be implemented in the form of hardware or in the form of software functional units.
  • Integrated units may be stored in a computer-readable storage medium if they are implemented in the form of software functional units and sold or used as independent products.
  • the technical solution of the present application is essentially or contributes to the relevant technology, or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, It includes several instructions to cause a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods of various embodiments of the present application.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), magnetic disk or optical disk and other media that can store program code. .

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Abstract

本申请提供了一种虚拟对象控制方法以及相关装置,其方法包括:首先,获取终端的性能档位和当前帧率;其次,根据当前帧率对性能档位进行更新;接着,根据更新后的性能档位更新每个虚拟对象的等级属性;然后,根据每个虚拟对象更新后的等级属性确定每个虚拟对象的显示参数;最后,根据每个虚拟对象的显示参数对相应的虚拟对象进行控制。本申请实施例提供的虚拟对象控制方法,通过终端的不同性能档位确定不同虚拟对象的等级属性以及不同等级属性对应的显示参数,实现对目标游戏中的不同虚拟对象进行差异化控制,提升了性能优化的动态适配能力,同时省去了玩家手动调整的过程。

Description

一种虚拟对象控制方法、装置、设备、介质和程序产品
本申请要求于2022年06月15日提交中国专利局、申请号为202210674356.8、申请名称为“一种虚拟对象控制方法及装置”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
本申请涉及计算机技术技术领域,尤其涉及虚拟对象控制。
背景技术
随着互联网的发展,游戏应用在市场上的占有率越来越高,游戏的复杂程度也不断提高,不可避免地引入各种性能问题,为增强游戏玩家的体验感,需对游戏性能进行优化处理。
以玩家对抗环境(player versus environment,PVE)游戏为例,相关技术的PVE游戏性能优化方案通常是只提供了几种固定的优化组合,并且,在游戏进行中,还需要玩家根据游戏卡顿等情况手动调整优化组合,造成游戏体验感较差。
发明内容
本申请实施例提供了一种虚拟对象控制方法以及相关装置,通过终端的不同性能档位确定不同虚拟对象的等级属性以及不同等级属性对应的显示参数,实现对目标游戏中的不同虚拟对象进行差异化控制,提升了性能优化的动态适配能力,同时省去了玩家手动调整的过程。
本申请的一方面提供一种虚拟对象控制方法,包括:
当目标游戏运行时,获取终端性能档位以及当前帧率,其中,性能档位用于指示针对不同等级属性,终端可显示的虚拟对象数量,等级属性用于标识终端显示等级属性的虚拟对象时消耗的显示资源量的大小;
根据当前帧率,对性能档位进行更新,得到更新后的性能档位;
根据更新后的性能档位,对目标游戏中虚拟对象的等级属性进行更新,得到虚拟对象更新后的等级属性;
根据虚拟对象更新后的等级属性,确定虚拟对象对应的显示参数;
采用虚拟对象对应的显示参数,对相应的虚拟对象进行控制。
本申请的另一方面提供了一种虚拟对象控制装置,包括:
数据获取模块,用于当目标游戏运行时,获取终端性能档位以及当前帧率,其中,性能档位用于指示针对不同等级属性,终端可显示的虚拟对象数量,等级属性用于标识终端显示等级属性的虚拟对象时消耗的显示资源量的大小;
档位更新模块,用于根据当前帧率,对性能档位进行更新,得到更新后的性能档位;
等级属性更新模块,用于根据更新后的性能档位,对目标游戏中虚拟对象的等级属性进行更新,得到虚拟对象更新后的等级属性;
显示参数确定模块,用于根据虚拟对象更新后的等级属性,确定虚拟对象对应的显示参数;
虚拟对象控制模块,用于采用虚拟对象对应的显示参数,对相应的虚拟对象进行控制。
本申请的另一方面提供了一种计算机设备,包括:
存储器、收发器、处理器以及总线系统;
其中,存储器用于存储计算机程序;
处理器用于执行存储器中的计算机程序,包括执行上述各方面的方法;
总线系统用于连接存储器以及处理器,以使存储器以及处理器进行通信。
本申请的另一方面提供了一种计算机可读存储介质,计算机可读存储介质中存储有计算机程序,当其在计算机上运行时,使得计算机执行上述各方面的方法。
本申请的另一方面提供了一种计算机程序产品,该计算机程序产品包括计算机程序,该计算机程序存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机程序,处理器执行该计算机程序,使得该计算机设备执行上述各方面所提供的方法。
从以上技术方案可以看出,本申请实施例具有以下优点:
在获取终端的性能档位和当前帧率后,根据当前帧率对性能档位进行更新,由于性能档位能指示针对不同等级属性,终端可显示的虚拟对象数量,故可根据更新后的性能档位更新虚拟对象的等级属性,并根据虚拟对象更新后的等级属性确定虚拟对象的显示参数,基于该显示参数可对相应的虚拟对象在终端进行显示控制。通过终端的不同性能档位更新不同虚拟对象的等级属性以及不同等级属性对应的显示参数,由于当前帧率可以体现出终端当前的显示性能,以当前帧率为依据更新得到的等级属性和显示参数,可更适配于该显示性能,即在通过显示参数对虚拟对象进行显示控制下,能够在当前帧率得到较优的显示效果,且可随着当前帧率的变化进行显示参数的动态适配。而且,虚拟对象的等级属性会被基于更新后的性能档位进行更新,使得原具有相同等级属性的虚拟对象可能在更新后,等级属性出现差异,并体现在最终的显示控制上,从而实现对目标游戏中的不同虚拟对象基于当前帧率进行差异化控制。
附图说明
图1为本申请某一实施例提供的虚拟对象控制系统的一个架构示意图;
图2为本申请某一实施例提供的虚拟对象控制方法的流程图;
图3为本申请另一实施例提供的虚拟对象控制方法的流程图;
图4为本申请另一实施例提供的虚拟对象控制方法的流程图;
图5为本申请另一实施例提供的虚拟对象控制方法的流程图;
图6为本申请另一实施例提供的虚拟对象控制方法的流程图;
图7为本申请又一实施例提供的虚拟对象控制方法的流程图;
图8为本申请某一实施例提供的应用于游戏A的虚拟对象控制方法的流程图;
图9为本申请某一实施例提供的虚拟对象控制的框架;
图10为本申请某一实施例提供的虚拟对象控制装置的结构示意图;
图11为本申请某一实施例提供的服务器结构示意图。
具体实施方式
本申请实施例提供了一种虚拟对象控制方法,通过终端的不同性能档位确定不同虚拟 对象的等级属性以及不同等级属性对应的显示参数,实现对目标游戏中的不同虚拟对象进行差异化控制,提升了性能优化的动态适配能力,同时省去了玩家手动调整的过程。
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”、“第三”、“第四”等(如果存在)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例如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“对应于”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。
一般游戏性能优化的思路主要有三种:1、解决当前不合理的实现带来的性能问题。2、用空间换时间。例如,减少游戏内存占用,从而提升游戏性能。3、用质量换时间。例如,降低游戏的流畅度,从而提高游戏的性能。
本申请实施例提供的游戏性能的提高思路主要面向于包含非玩家角色(non-player character,NPC)的PVE游戏。本申请实施例提供的游戏性能的提高思路具体的可以针对游戏中的每一个NPC的流畅度、清晰度以及精细度三个维度进行区别调整,以提高游戏的性能。通过调整NPC的显示参数进而改变NPC的流畅度、清晰度以及精细度。
本申请实施例提供了一种虚拟对象控制方法,通过终端的不同性能档位确定不同虚拟对象的等级属性以及不同等级属性对应的显示参数,实现对目标游戏中的不同虚拟对象进行基于当前帧率的差异化控制,提升了性能优化的动态适配能力,同时省去了玩家手动调整的过程。
为了便于理解,请参阅图1,图1为本申请实施例中虚拟对象控制方法的应用环境图,如图1所示,本申请实施例中虚拟对象控制方法应用于虚拟对象控制系统。虚拟对象控制系统可以是计算机设备,该计算机设备包括:服务器和终端设备;其中,服务器可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、内容分发网络(Content Delivery Network,CDN)、以及大数据和人工智能平台等基础云计算服务的云服务器。终端设备包括但不限于手机、电脑、智能语音交互设备、智能家电、车载终端等。终端和服务器可以通过有线或无线通信方式进行直接或间接地连接,本申请实施例在此不做限制。
当目标游戏运行时,服务器首先获取终端性能档位以及当前帧率;其次,服务器根据当前帧率,对性能档位进行更新,得到更新后的性能档位;接着,服务器根据更新后的性能档位,对目标游戏中每个虚拟对象的等级属性进行更新,得到每个虚拟对象更新后的等级属性;然后,服务器根据每个虚拟对象更新后的等级属性,确定每个虚拟对象对应的显示参数;最后,服务器采用每个虚拟对象对应的显示参数,对相应的虚拟对象进行控制。
下面将从服务器的角度,对本申请中虚拟对象控制方法进行介绍。请参阅图2,本申请实施例提供的虚拟对象控制方法包括:S110至S150。具体的:
S110、当目标游戏运行时,获取终端的性能档位以及当前帧率。
其中,性能档位用于指示针对不同等级属性,终端可显示的虚拟对象数量。
需要说明的是,终端性能档位是指,目标游戏在终端上运行时的性能等级,不同的性能档位支持的不同等级属性可运行的虚拟对象数量至少部分不同。
可以理解的是,终端的性能档位与支持的不同等级属性可运行的虚拟对象数量具有对应关系。
该等级属性用于标识所述终端显示所述等级属性的虚拟对象时消耗的显示资源量的大小,终端在显示具有相同等级属性的虚拟对象时,分别消耗的显示资源量是相近的,在显示具有不同等级属性的虚拟对象时,分别消耗的显示资源量是有较大差异的。例如等级属性越高,则终端用于显示的显示资源量就越大,等级属性越低,则终端用于显示的显示资源量就越小。
S120、根据当前帧率,对性能档位进行更新,得到更新后的性能档位。
需要说明的是,帧率是指,以帧称为单位的位图图像连续出现在终端的显示器上的频率(速率),通常来说,帧率越高,画面越流畅。由此可见,当前帧率可以直观的体现出在目标游戏运行时,终端当前的显示性能。当前帧率越高,终端当前的显示性能越好,即更适合显示更多虚拟对象或者提升虚拟对象的显示质量,当前帧率越低,终端当前的显示性能越差,即更不适合显示更多虚拟对象或者不适合提升虚拟对象的显示质量。
可以理解的是,可通过帧率的大小调节终端的性能档位,例如,当帧率小于第一帧率预设值时,说明终端的显示性能较低,需对终端的性能档位进行降档,从而降低不同等级属性可显示的虚拟对象数量;或,当帧率高于第二帧率预设值时,说明终端的显示性能较高,可对终端的性能档位进行升档,从而提升不同等级属性可显示的虚拟对象数量。
S130、根据更新后的性能档位,对目标游戏中虚拟对象的等级属性进行更新,得到虚拟对象更新后的等级属性。
可以理解的是,将虚拟对象的等级属性按照更新后的性能档位对应的可显示虚拟对象数量进行调整。具体的,可以按照目标游戏中虚拟对象的重要度分值对所有的虚拟对象进行排序,并且按照排序结果以及更新后的性能档位对应的等级属性的数量;或者,随机对虚拟对象的等级属性进行调整,以满足更新后的性能档位对应每一等级属性的虚拟对象的数量。
在本步骤中,需要更新的虚拟对象数量在不同应用场景中可以有所区别,例如可以是目标游戏中的全部虚拟对象,也可以是目标游戏中需要显示在终端的显示区域中的虚拟对象,该虚拟对象可为目标游戏全部虚拟对象的一部分。
S140、根据虚拟对象更新后的等级属性,确定虚拟对象对应的显示参数。
需要说明的是,显示参数是指,对虚拟对象进行显示控制时的控制参数。具体的可以分为流畅度显示参数、真实度显示参数和精细度显示参数中的至少一项。
可以理解的是,不同的等级属性对应不同的显示参数,当等级属性越高时,对应的显示参数的数量及种类越多。
S150、采用虚拟对象对应的显示参数,对相应的虚拟对象在终端进行显示控制。
可以理解的是,根据虚拟对象的显示参数,可在前述终端对虚拟对象进行显示控制, 以实现不同的虚拟对象具有不同的显示参数的差异控制。
在本申请实施例的某一具体实施方式中,终端的性能档位分为A、B、C三个性能等级,虚拟对象的等级属性分为高、中、低三个等级,终端的性能档位与支持的不同等级属性可显示的虚拟对象数量具的对应关系如表1所示。显示参数分为流畅度显示参数、真实度显示参数和精细度显示参数中的至少一个;流畅度显示参数包括客户端模型插值模式、碰撞检测与移动预测及根骨骼运动的本地模拟;真实度显示参数包括物理受击反馈、死亡物理动画及高开销的动画节点;精细度显示参数包括客户端模拟更新频率及客户端动画更新频率。不同等级属性对应的显示参数如表2所示。
表1
表2
目标游戏运行时,当前的终端的性能档位为A档,当前屏幕内显示的虚拟对象的共有30个,其中,等级属性为高等级的虚拟对象有5个,等级属性为中等级的虚拟对象有10个,等级属性为低等级的虚拟对象有15个。获取当前帧率,并将当前帧率与预设帧率进行对比得到当前帧率小于预设帧率,则对终端的性能档位进行降档,即将终端的性能档位调整为B档。B档对应的等级属性为高等级的虚拟对象的数量为3个,等级属性为中等级的虚拟对象的数量为7个,等级属性为低等级的虚拟对象的数量为20个,对虚拟对象的等级属性进行更新方式可以是,将30个虚拟对象进行重要度排序,根据排序结果,将排名为1-3的虚拟对象的等级属性更新为高等级,将排名为4-10的虚拟对象的等级属性更新为中等级,将排名为11-20的虚拟对象的等级属性更新为低等级;对虚拟对象的等级属性进行更新方式还可以是,随机保留等级属性为高等级的5个虚拟对象中的3个虚拟对象的等级属性为高等级,并将剩余2个虚拟对象的等级属性更新为中等级,随机保留原等级属性为中等级的10个虚拟对象中的5个虚拟对象的等级属性为中等级,保留原中等级的5个人虚拟对象与从高等级降为中等级的2个虚拟对象共同构成7个中等级的虚拟对象,并将剩余的5个虚拟对象更新为低等级,原等级属性为低等级的15个虚拟对象与从中等级将为低等级的5个虚拟对象共同构成20个低等级的虚拟对象。根据虚拟对象更新后的等级属性以及不同等级属性对应的显示参数,对虚拟对象进行控制。
本申请实施例提供的虚拟对象控制方法,通过终端的不同性能档位确定不同虚拟对象的等级属性以及不同等级属性对应的显示参数,实现对目标游戏中的不同虚拟对象进行差异化的显示控制,提升了性能优化的动态适配能力,同时省去了玩家手动调整的过程。
在本申请的图2对应的实施例提供的虚拟对象控制方法的一个可选实施例中,请参阅图3,S130包括子S1301至子S1309。其中,子S1305、S1307与S1309为并列步骤。具体的:
S1301、获取虚拟对象的等级属性对应的更新窗口时间。
需要说明的是,为了防止虚拟对象的评级的抖动,而设定更新窗口时间,更新窗口时间可以是上一次更新时间距离当前更新时间的差值。若更新窗口时间为1秒,某一虚拟对象的上一次更新时间为06:05:03:07(6时5分3秒7毫秒),本次更新时间为06:05:03:58(6时5分3秒58毫秒),上一次更新时间距离当前更新时间的差值为21毫秒,小于更新窗口时间1秒,则该虚拟对象处于更新窗口时间内。若更新窗口时间为1秒,某一虚拟对象的上一次更新时间为06:05:03:07(6时5分3秒7毫秒),本次更新时间为06:05:04:10(6时5分4秒10毫秒),上一次更新时间距离当前更新时间的差值为1秒3毫秒,大于更新窗口时间1秒,则该虚拟对象不处于更新窗口时间内。
S1303、根据更新后的性能档位,确定虚拟对象的目标等级属性。
S1305、若虚拟对象的目标等级属性与当前的等级属性的等级差值大于预设等级跨度值,则将目标等级属性确定为虚拟对象更新后的等级属性。
可以理解的是,若虚拟对象的当前的等级属性为高等级,经过性能档位更新后,若其目标等级属性为中等级,则等级差值为1级;若其目标等级属性为低等级,则等级差值为2级。通常,预设等级跨度值为1级。
S1307、若虚拟对象的目标等级属性与当前的等级属性的等级差值小于或等于预设等级跨度值,且虚拟对象不处于当前的等级属性的更新窗口时间内,则将目标等级属性确定为虚拟对象更新后的等级属性。
S1309、若虚拟对象的目标等级属性与当前的等级属性的等级差值小于或等于预设等级跨度值,且虚拟对象处于当前的等级属性的更新窗口时间内,则保持虚拟对象当前的等级属性不变。
在本申请实施例的某一具体实施方式中,虚拟对象的等级属性分为高、中、低三个等级,预设等级跨度值为1级。目标游戏运行时,虚拟对象A的当前等级属性为高级,更新窗口时间为1秒,虚拟对象A的目标等级属性为低级,无论虚拟对象A是否处于更新窗口时间内,均在本次更新时,将虚拟对象A的等级属性设置为低级。虚拟对象B的当前等级属性为高级,更新窗口时间为1秒,虚拟对象B的目标等级属性为中级,且虚拟对象B不处于更新窗口时间内,在本次更新时,将虚拟对象B的等级属性设置为中级。虚拟对象C的当前等级属性为高级,更新窗口时间为1秒,虚拟对象C的目标等级属性为中级,且虚拟对象C处于更新窗口时间内,在本次更新时,保持当前等级属性不变,即保持高级直至下一次更新。
本申请实施例提供的虚拟对象控制方法,通过设置更新窗口时间,解决了虚拟对象在等级更新时候产生的抖动现象,提高了游戏画面质量。
在本申请的图2对应的实施例提供的虚拟对象控制方法的一个可选实施例中,请参阅图 4,S130包括子S1300至子S1308。具体的:
S1300、获取虚拟对象对应的配置属性、位置信息以及方向信息。
需要说明的是,配置属性是虚拟对象的自带属性,包括体型信息、类型信息等属性信息。位置信息以及方向信息为虚拟对象在当前游戏画面内呈现的信息,会随着游戏进程而改变。
S1302、根据配置属性、位置信息以及方向信息,计算虚拟对象的重要度分值。
S1304、根据虚拟对象的重要度分值,得到虚拟对象的重要度排名。
可以理解的是,按照虚拟对象的重要度分值的降序,对所有虚拟对象进行排列,得到重要度排名。
S1306、根据更新后的性能档位,确定不同等级属性对应的虚拟对象数量。
S1308、根据重要度排名以及不同等级属性对应的虚拟对象数量,确定虚拟对象更新后的等级属性。
在本申请实施例的某一具体实施方式中,目标游戏运行时,当前的终端的性能档位为A档(等级属性为高等级的虚拟对象有5个,等级属性为中等级的虚拟对象有10个,等级属性为低等级的虚拟对象有15个)。更新后的性能档位为B档(等级属性为高等级的虚拟对象有3个,等级属性为中等级的虚拟对象有7个,等级属性为低等级的虚拟对象有20个)。获取30个虚拟对象对应的配置属性、位置信息以及方向信息,计算30个虚拟对象的重要度分值,根据30个虚拟对象的重要度分值对30个虚拟对象进行重要度排序,得到重要度排名。根据重要度排名,将排名为1-3的虚拟对象的等级属性更新为高等级,将排名为4-10的虚拟对象的等级属性更新为中等级,将排名为11-20的虚拟对象的等级属性更新为低等级。
本申请实施例提供的虚拟对象控制方法,通过计算每个虚拟对象的重要度,以重要度为虚拟对象的等级属性的更新标准,对于重要度较高的虚拟对象设置较高等级,以获得使其显示更优的对应的显示参数,提高了游戏画面质量;对于重要度较低的虚拟对象设置较低等级,以获得使其显示更优的游戏性能,实现对目标游戏中的不同虚拟对象进行差异化控制,提升了性能优化的动态适配能力。
在本申请的图4对应的实施例提供的虚拟对象控制方法的一个可选实施例中,配置属性包括体型信息以及类型信息。请参阅图5,重要度分值的计算过程包括S11至S15,S11、S12、S13以及S14为并列步骤。具体的:
S11、根据体型信息以及体型权重,计算得到体型得分。
需要说明的是,按照虚拟对象的体型大小对每个虚拟对象的进行体型评分,得到体型信息,且体型信息为[0,1]之间的数值。
S12、根据类型信息以及类型权重,计算得到类型得分。
需要说明的是,按照虚拟对象的类型对每个虚拟对象的进行类型评分,得到类型信息,且类型信息为[0,1]之间的数值。
S13、根据位置信息以及位置权重,计算得到位置得分。
需要说明的是,计算每个虚拟对象到显示屏幕中心的距离,并将计算得到的距离进行归一化,得到位置信息,位置信息为[0,1]之间的数值。
S14、根据方向信息以及方向权重,计算得到方向得分。
需要说明的是,计算每个虚拟对象与显示屏幕的方向夹角,并将计算得到的夹角进行归一化,得到方向信息,方向信息为[0,1]之间的数值。
S15、通过体型得分、类型得分、位置得分以及方向得分,得到重要度分值。
可以理解的是,重要度分值例如可通过体型信息、类型信息、位置信息以及方向信息加权计算得到。重要度分值可通过以下公式计算:
Si=F×wF+T×wT+D×wD+A×wA
其中,Si为虚拟对象i的重要度分值,F为虚拟对象i的体型信息,T为虚拟对象i的类型信息,D为虚拟对象i的位置信息,A为虚拟对象i的方向信息,wF为体型权重,wT为类型权重,wD为位置权重,wA为方向权重。
本申请实施例提供的虚拟对象控制方法,以每个虚拟对象的体型信息、类型信息、位置信息以及方向信息作为对虚拟对象重要度分值的计算标准,实现对目标游戏中的不同虚拟对象进行差异化控制。
在本申请的图2对应的实施例提供的虚拟对象控制方法的一个可选实施例中,请参阅图6,S120包括子S1201和子S1202,子S1201与S1202为并列步骤。具体的:
S1201、若当前帧率小于预设帧率值,对终端性能档位进行降档,得到更新后的配置档位。
S1202、若帧率大于或等于预设帧率值,则保持终端当前的性能档位不变。
可以理解的是,预设帧率值一般为30帧。
在本申请实施例的某一具体实施方式中,目标游戏运行时,当前的终端的性能档位为A档,若当前帧率为20帧,则将终端的性能档位降为B档;若当前帧率为30帧或大于30帧,则保持当前性能档位不变。
本申请实施例提供的虚拟对象控制方法,将当前帧率作为终端的性能档位的调档标准,提升了性能优化的动态适配能力,同时省去了玩家手动调整的过程。
在本申请的图2对应的实施例提供的虚拟对象控制方法的一个可选实施例中,请参阅图7,等级属性包括第一等级以及第二等级。S150包括子S1501和子S1502,子S1501和S1502为并列步骤。具体的:
S1501、若虚拟对象更新后的等级属性为第一等级,则确定虚拟对象对应的显示参数包括流畅度显示参数、真实度显示参数和精细度显示参数。
S1502、若虚拟对象更新后的等级属性为第二等级,则确定虚拟对象对应的显示参数包括流畅度显示参数。
可以理解的是,虚拟对象的等级属性与显示参数的关系如表3所示。
表3
本申请实施例提供的虚拟对象控制方法,通过将不同等级的虚拟对象配置不同的显示 参数,实现对目标游戏中的不同虚拟对象进行差异化控制。
为了便于理解,下面将结合图8介绍一种应用于游戏A的虚拟对象控制方法。游戏A为PVE游戏,在某一游戏进程下共计50个由虚拟对象构成的NPC,其中,当前画面显示的虚拟对象数量为30个。在游戏A的设定中,终端的性能档位包括A、B、C三个性能等级,虚拟对象的等级属性分为高、中、低及非画面内虚拟对象四个等级,终端的性能档位与支持的不同等级属性可显示的虚拟对象数量具的对应关系如表4所示。显示参数分为流畅度显示参数、真实度显示参数和精细度显示参数;流畅度显示参数包括客户端模型插值模式、碰撞检测与移动预测及根骨骼运动的本地模拟;真实度显示参数包括物理受击反馈、死亡物理动画及高开销的动画节点;精细度显示参数包括客户端模拟更新频率及客户端动画更新频率。不同等级属性对应的显示参数如表5所示。游戏A的预设帧率值为30帧。游戏A的所有的虚拟对象的更新窗口时间均为1秒。游戏A的预设等级跨度值为1级。
表4
表5
请参阅图8,本申请实施例提供的一种应用于游戏A的虚拟对象控制方法包括S1至S7。具体的:
S1、获取终端的性能档位以及当前帧率。
进一步地,在游戏A的当前运行情况下,终端的性能档位为A档,当前帧率为28帧。
S2、更新终端的性能档位。
进一步地,由于当前帧率小于预设帧率值,故需要对性能档位进行降档,即将终端的 性能档位更新为B档。
S3、对所有虚拟对象进行重要度排序。
进一步地,获取当前显示界面下所有虚拟对象对应的体型信息、类型信息、位置信息以及方向信息,根据每一虚拟对象对应的体型信息、类型信息、位置信息以及方向信息进行加权计算,得到每一虚拟对象的重要度分值。根据所有虚拟对象的重要度分值的降序结果,对所有虚拟对象进行排序,得到重要度排序。非画面内虚拟对象的虚拟对象的重要度分值为0。
S4、确定每一个虚拟对象的目标等级属性。
进一步地,根据重要度排序以及更新后的性能档位(B档),将重要度排序中排名为1-3的虚拟对象的目标等级属性设定为高等级,将重要度排序中排名为4-10的虚拟对象的目标等级属性设定为中等级,将重要度排序中排名为11-30的虚拟对象的目标等级属性设定为低等级。
S5、根据每一虚拟对象的目标等级属性以及更新窗口时间,对每一虚拟对象进行等级属性更新。
进一步地,根据虚拟对象的当前等级属性、目标等级属性以及更新窗口时间,判断是否将虚拟对象的等级属性更新为目标等级属性:
若虚拟对象的目标等级属性与当前的等级属性的等级差值大于预设等级跨度值,则将目标等级属性确定为虚拟对象更新后的等级属性。
若虚拟对象的目标等级属性与当前的等级属性的等级差值小于或等于预设等级跨度值,且虚拟对象不处于等级属性的更新窗口时间内,则将目标等级属性确定为虚拟对象更新后的等级属性。
若虚拟对象的目标等级属性与当前的等级属性的等级差值小于或等于预设等级跨度值,且虚拟对象处于等级属性的更新窗口时间内,则保持虚拟对象当前的等级属性不变。
S6、根据每一虚拟对象更新后的等级属性以及不同等级属性对应的显示参数关系,得到每一虚拟对应的显示参数。
进一步地,若虚拟对象更新后的等级属性为高级,则将其流畅度显示参数中的客户端模型插值模式设置为指数插值,启用碰撞检测与移动预测,并且启用根骨骼运动的本地模拟;启用其真实度显示参数中的物理受击反馈,并且启用死亡物理动画以及高开销的动画节点;将其精细度显示参数中的客户端模拟更新频率设置为高频率,将客户端动画更新频率设置为高频率。
若虚拟对象更新后的等级属性为中级,则将其流畅度显示参数中的客户端模型插值模式设置为指数插值,停用碰撞检测与移动预测,并且停用根骨骼运动的本地模拟;停用其真实度显示参数中的物理受击反馈,并且停用死亡物理动画以及高开销的动画节点;将其精细度显示参数中的客户端模拟更新频率设置为中频率,将客户端动画更新频率设置为中频率。
若虚拟对象更新后的等级属性为低级,则将其流畅度显示参数中的客户端模型插值模式设置为指数插值,停用碰撞检测与移动预测,并且停用根骨骼运动的本地模拟;停用其 真实度显示参数中的物理受击反馈,并且停用死亡物理动画以及高开销的动画节点;将其精细度显示参数中的客户端模拟更新频率设置为低频率,将客户端动画更新频率设置为低频率。
若虚拟对象更新后的等级属性为非画面内虚拟对象,则将其流畅度显示参数中的客户端模型插值模式设置为无插值,停用碰撞检测与移动预测,并且停用根骨骼运动的本地模拟;停用其真实度显示参数中的物理受击反馈,并且停用死亡物理动画以及高开销的动画节点;将其精细度显示参数中的客户端模拟更新频率设置为低频率,将客户端动画更新频率设置为低频率。
S7、根据虚拟对象对应的显示参数,对虚拟对象进行差别的显示控制。
请参阅图9,本申请实施例提供的虚拟对象控制的框架包括虚拟对象单元以及性能单元,其中,性能系统包括重要度分值计算子单元和等级属性分配子单元。通过虚拟对象单元与性能单元的交互,实现虚拟对象的注册与反注册,以及更新虚拟对象的等级属性。通过重要度分值计算子单元,计算虚拟对象的重要度分值,通过等级属性分配子单元更新虚拟对象的等级属性。
本申请实施例提供的虚拟对象控制方法,通过终端的不同性能档位确定不同虚拟对象的等级属性以及不同等级属性对应的显示参数,实现对目标游戏中的不同虚拟对象进行差异化控制,提升了性能优化的动态适配能力,同时省去了玩家手动调整的过程。
下面对本申请中的虚拟对象控制装置进行详细描述,请参阅图10。图10为本申请实施例中虚拟对象控制装置10的一个实施例示意图,虚拟对象控制装置10包括:
数据获取模块110,用于当目标游戏运行时,获取终端的性能档位以及当前帧率,其中,性能档位用于指示针对不同等级属性,终端可显示的虚拟对象数量,等级属性用于标识所述终端显示等级属性的虚拟对象时消耗的显示资源量的大小。
档位更新模块120,用于根据当前帧率,对性能档位进行更新,得到更新后的性能档位。
等级属性更新模块130,用于根据更新后的性能档位,对目标游戏中虚拟对象的等级属性进行更新,得到虚拟对象更新后的等级属性。
显示参数确定模块140,用于根据虚拟对象更新后的等级属性,确定虚拟对象对应的显示参数。
虚拟对象控制模块150,用于采用虚拟对象对应的显示参数,对相应的虚拟对象进行显示控制。
本申请实施例提供的虚拟对象控制装置,通过终端的不同性能档位确定不同虚拟对象的等级属性以及不同等级属性对应的显示参数,实现对目标游戏中的不同虚拟对象进行差异化控制,提升了性能优化的动态适配能力,同时省去了玩家手动调整的过程。
在本申请的图10对应的实施例提供的虚拟对象控制装置的一个可选实施例中,等级属性更新模块130,还用于:
获取虚拟对象的等级属性对应的更新窗口时间;
根据更新后的性能档位,确定虚拟对象的目标等级属性;
若虚拟对象的目标等级属性与当前的等级属性的等级差值大于预设等级跨度值,则将 目标等级属性确定为虚拟对象更新后的等级属性;
若虚拟对象的目标等级属性与当前的等级属性的等级差值小于或等于预设等级跨度值,且虚拟对象不处于当前的等级属性的更新窗口时间内,则将目标等级属性确定为虚拟对象更新后的等级属性;
若虚拟对象的目标等级属性与当前的等级属性的等级差值小于或等于预设等级跨度值,且虚拟对象处于当前的等级属性的更新窗口时间内,则保持虚拟对象当前的等级属性不变。
本申请实施例提供的虚拟对象控制装置,通过设置更新窗口时间,解决了虚拟对象在等级更新时候产生的抖动现象,提高了游戏画面质量。
在本申请的图10对应的实施例提供的虚拟对象控制装置的一个可选实施例中,等级属性更新模块130,还用于:
获取虚拟对象对应的配置属性、位置信息以及方向信息;
根据配置属性、位置信息以及方向信息,计算虚拟对象的重要度分值;
根据虚拟对象的重要度分值,得到虚拟对象的重要度排名;
根据更新后的性能档位,确定不同等级属性对应的虚拟对象数量;
根据重要度排名以及不同等级属性对应的虚拟对象数量,确定虚拟对象更新后的等级属性。
本申请实施例提供的虚拟对象控制装置,通过计算每个虚拟对象的重要度,以重要度为虚拟对象的等级属性的更新标准,对于重要度较高的虚拟对象设置较高等级,以获得使其显示更优的对应的显示参数,提高了游戏画面质量;对于重要度较低的虚拟对象设置较低等级,以获得使其显示更优的游戏性能,实现对目标游戏中的不同虚拟对象进行差异化控制,提升了性能优化的动态适配能力。
在本申请的图10对应的实施例提供的虚拟对象控制装置的一个可选实施例中,配置属性包括体型信息以及类型信息。重要度分值的计算过程包括:
根据体型信息以及体型权重,计算得到体型得分;
根据类型信息以及类型权重,计算得到类型得分;
根据位置信息以及位置权重,计算得到位置得分;
根据方向信息以及方向权重,计算得到方向得分;
通过体型得分、类型得分、位置得分以及方向得分,得到重要度分值。
本申请实施例提供的虚拟对象控制装置,以每个虚拟对象的体型信息、类型信息、位置信息以及方向信息作为对虚拟对象重要度分值的计算标准,实现对目标游戏中的不同虚拟对象进行差异化控制。
在本申请的图10对应的实施例提供的虚拟对象控制装置的一个可选实施例中,档位更新模块120,还用于:
若当前帧率小于预设帧率值,对性能档位进行降档,得到更新后的配置档位;
若帧率大于或等于预设帧率值,则保持终端当前的性能档位不变。
本申请实施例提供的虚拟对象控制装置,将当前帧率作为终端性能档位的降档标准,提升了性能优化的动态适配能力,同时省去了玩家手动调整的过程。
在本申请的图10对应的实施例提供的虚拟对象控制装置的一个可选实施例中,等级属性包括第一等级以及第二等级。虚拟对象控制模块150,还用于:
若虚拟对象更新后的等级属性为第一等级,则确定虚拟对象对应的显示参数包括流畅度显示参数、真实度显示参数和精细度显示参数;
若虚拟对象更新后的等级属性为第二等级,则确定虚拟对象对应的显示参数包括流畅度显示参数。
本申请实施例提供的虚拟对象控制装置,通过将不同等级的虚拟对象配置不同的显示参数,实现对目标游戏中的不同虚拟对象进行差异化控制。
图11是本申请实施例提供的一种服务器结构示意图,该服务器300可因配置或性能不同而产生比较大的差异,可以包括一个或一个以上中央处理器(central processing units,CPU)322(例如,一个或一个以上处理器)和存储器332,一个或一个以上存储应用程序342或数据344的存储介质330(例如一个或一个以上海量存储设备)。其中,存储器332和存储介质330可以是短暂存储或持久存储。存储在存储介质330的程序可以包括一个或一个以上模块(图示没标出),每个模块可以包括对服务器中的一系列指令操作。更进一步地,中央处理器322可以设置为与存储介质330通信,在服务器300上执行存储介质330中的一系列指令操作。
服务器300还可以包括一个或一个以上电源326,一个或一个以上有线或无线网络接口350,一个或一个以上输入输出接口358,和/或,一个或一个以上操作系统341,例如Windows ServerTM,Mac OS XTM,UnixTM,LinuxTM,FreeBSDTM等等。
上述实施例中由服务器所执行的步骤可以基于该图11所示的服务器结构。
另外,本申请实施例还提供了一种存储介质,所述存储介质用于存储计算机程序,所述计算机程序用于执行上述实施例提供的方法。
本申请实施例还提供了一种包括计算机程序的计算机程序产品,当其在计算机上运行时,使得计算机执行上述实施例提供的方法。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统,装置和单元的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
在本申请所提供的几个实施例中,应该理解到,所揭露的系统,装置和方法,可以通过其它的方式实现。例如,以上所描述的装置实施例仅仅是示意性的,例如,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,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
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。
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,可以存储在一个计算机可读取存储介质中。基于这样的理解,本申请的技术方案本质上或者说对相关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一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本申请各个实施例方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(read-only memory,ROM)、随机存取存储器(random access memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
以上,以上实施例仅用以说明本申请的技术方案,而非对其限制;尽管参照前述实施例对本申请进行了详细的说明,本领域的普通技术人员应当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本申请各实施例技术方案的精神和范围。

Claims (10)

  1. 一种虚拟对象控制方法,所述方法通过计算机设备执行,所述方法包括:
    当目标游戏运行时,获取终端的性能档位以及当前帧率,其中,所述性能档位用于指示针对不同的等级属性,所述终端可显示的虚拟对象数量,所述等级属性用于标识所述终端显示所述等级属性的虚拟对象时消耗的显示资源量的大小;
    根据所述当前帧率,对所述性能档位进行更新,得到更新后的性能档位;
    根据所述更新后的性能档位,对所述目标游戏中虚拟对象的等级属性进行更新,得到所述虚拟对象更新后的等级属性;
    根据所述虚拟对象更新后的等级属性,确定所述虚拟对象对应的显示参数;
    采用所述虚拟对象对应的显示参数,对相应的虚拟对象在所述终端进行显示控制。
  2. 如权利要求1所述的虚拟对象控制方法,所述根据所述更新后的性能档位,对所述目标游戏中虚拟对象的等级属性进行更新,得到所述虚拟对象更新后的等级属性,包括:
    获取所述虚拟对象的等级属性对应的更新窗口时间;
    根据所述更新后的性能档位,确定所述虚拟对象的目标等级属性;
    若所述虚拟对象的所述目标等级属性与当前的所述等级属性的等级差值大于预设等级跨度值,则将所述目标等级属性确定为所述虚拟对象更新后的等级属性;
    若所述虚拟对象的所述目标等级属性与当前的所述等级属性的等级差值小于或等于预设等级跨度值,且所述虚拟对象不处于当前的所述等级属性的更新窗口时间内,则将所述目标等级属性确定为所述虚拟对象更新后的等级属性;
    若所述虚拟对象的所述目标等级属性与当前的所述等级属性的等级差值小于或等于预设等级跨度值,且所述虚拟对象处于当前的所述等级属性的更新窗口时间内,则保持所述虚拟对象当前的所述等级属性不变。
  3. 如权利要求1所述的虚拟对象控制方法,所述根据所述更新后的性能档位,对所述目标游戏中虚拟对象的等级属性进行更新,得到所述虚拟对象更新后的等级属性,包括:
    获取所述虚拟对象对应的配置属性、位置信息以及方向信息;
    根据所述配置属性、所述位置信息以及所述方向信息,计算所述虚拟对象的重要度分值;
    根据所述虚拟对象的重要度分值,得到所述虚拟对象的重要度排名;
    根据所述更新后的性能档位,确定不同等级属性对应的虚拟对象数量;
    根据所述重要度排名以及所述不同等级属性对应的虚拟对象数量,确定所述虚拟对象更新后的等级属性。
  4. 如权利要求3所述的虚拟对象控制方法,所述配置属性包括体型信息以及类型信息;
    所述重要度分值的计算过程包括:
    根据所述体型信息以及体型权重,计算得到体型得分;
    根据所述类型信息以及类型权重,计算得到类型得分;
    根据所述位置信息以及位置权重,计算得到位置得分;
    根据所述方向信息以及方向权重,计算得到方向得分;
    通过所述体型得分、所述类型得分、所述位置得分以及所述方向得分,得到所述重要度分值。
  5. 如权利要求1所述的虚拟对象控制方法,所述根据所述当前帧率,对所述性能档位进行更新,得到更新后的性能档位,包括:
    若所述当前帧率小于预设帧率值,对所述性能档位进行降档,得到所述更新后的配置档位;
    若所述帧率大于或等于所述预设帧率值,则保持所述终端当前的所述性能档位不变。
  6. 如权利要求1所述的虚拟对象控制方法,所述等级属性包括第一等级以及第二等级;
    所述根据所述每个虚拟对象更新后的等级属性,确定所述每个虚拟对象对应的显示参数,包括:
    若所述虚拟对象更新后的等级属性为第一等级,则确定所述虚拟对象对应的显示参数包括流畅度显示参数、真实度显示参数和精细度显示参数;
    若所述虚拟对象更新后的等级属性为第二等级,则确定所述虚拟对象对应的显示参数包括流畅度显示参数。
  7. 一种虚拟对象控制装置,包括:
    数据获取模块,用于当目标游戏运行时,获取终端性能档位以及当前帧率,其中,所述性能档位用于指示针对不同的等级属性,所述终端可显示的虚拟对象数量,所述等级属性用于标识所述终端显示所述等级属性的虚拟对象时消耗的显示资源量的大小;
    档位更新模块,用于根据所述当前帧率,对所述性能档位进行更新,得到更新后的性能档位;
    等级属性更新模块,用于根据所述更新后的性能档位,对所述目标游戏中每个虚拟对象的等级属性进行更新,得到所述每个虚拟对象更新后的等级属性;
    显示参数确定模块,用于根据所述每个虚拟对象更新后的等级属性,确定所述每个虚拟对象对应的显示参数;
    虚拟对象控制模块,用于采用所述每个虚拟对象对应的显示参数,对相应的虚拟对象进行控制。
  8. 一种计算机设备,包括:存储器、收发器、处理器以及总线系统;
    其中,所述存储器用于存储程序;
    所述处理器用于执行所述存储器中的计算机程序,包括执行如权利要求1至7中任一项所述的虚拟对象控制方法;
    所述总线系统用于连接所述存储器以及所述处理器,以使所述存储器以及所述处理器进行通信。
  9. 一种计算机可读存储介质,包括计算机程序,当其在计算机上运行时,使得计算机执行如权利要求1至7中任一项所述的虚拟对象控制方法。
  10. 一种计算机程序产品,包括计算机程序,该计算机程序被处理器执行如权利要求1至7中任一项所述的虚拟对象控制方法。
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CN109966739A (zh) * 2019-01-17 2019-07-05 珠海金山网络游戏科技有限公司 一种优化游戏运行的方法及系统
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