CN109173244A - Game running method and device - Google Patents
Game running method and device Download PDFInfo
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- CN109173244A CN109173244A CN201810947427.0A CN201810947427A CN109173244A CN 109173244 A CN109173244 A CN 109173244A CN 201810947427 A CN201810947427 A CN 201810947427A CN 109173244 A CN109173244 A CN 109173244A
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- 238000000034 method Methods 0.000 title claims abstract description 35
- 238000009877 rendering Methods 0.000 claims abstract description 63
- 238000012545 processing Methods 0.000 claims abstract description 18
- 238000001514 detection method Methods 0.000 claims abstract description 16
- 238000012360 testing method Methods 0.000 claims description 38
- 230000032258 transport Effects 0.000 claims 1
- 238000011056 performance test Methods 0.000 description 6
- 230000005540 biological transmission Effects 0.000 description 3
- 238000010586 diagram Methods 0.000 description 3
- 238000005516 engineering process Methods 0.000 description 3
- 230000001360 synchronised effect Effects 0.000 description 3
- 235000013399 edible fruits Nutrition 0.000 description 2
- 238000005457 optimization Methods 0.000 description 2
- 230000006835 compression Effects 0.000 description 1
- 238000007906 compression Methods 0.000 description 1
- 230000000007 visual effect Effects 0.000 description 1
- 239000002699 waste material Substances 0.000 description 1
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/355—Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/358—Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/53—Features 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 details of basic data processing
- A63F2300/531—Server assignment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/53—Features 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 details of basic data processing
- A63F2300/534—Features 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 details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/53—Features 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 details of basic data processing
- A63F2300/538—Features 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 details of basic data processing for performing operations on behalf of the game client, e.g. rendering
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Computer And Data Communications (AREA)
Abstract
The invention discloses a kind of game running method and devices, in the above-mentioned methods, detect to the equipment performance of client, according to equipment performance detection as a result, determining that client and cloud server end are respectively necessary for the game content amount undertaken;During the client and the cloud server end respectively running game content, the picture that the determining picture with client rendering matches in the picture of cloud server end rendering, and by two width picture splicings of successful match at the complete picture of a width;The spliced complete picture is presented in real time.Through the invention, make it possible to determine the load balancing in client and server-side processing game according to the equipment performance of client, the processing pressure of cloud server end is eventually converted into client decoding pressure and network pressure, the running game so that hardware performance of network and client plays a role simultaneously, so that user be allowed to enjoy better game experiencing.
Description
Technical field
The present invention relates to the communications fields, in particular to a kind of game running method and device.
Background technique
Cloud game is the game mode based on cloud computing, and under the operational mode of cloud game, all game are all in cloud
Server end operation, and transmission of network will be passed through to user after the game picture compression after rendering.Under this tupe,
Client only needs basic video decoding capability when experiencing game, but has very high requirement to network bandwidth and stability.
Under normal conditions, when local hardware performance is up to standard, local game can be carried out;It, can when network performance is up to standard
To use cloud game.However, client can not just experience trip well when local hardware performance and network performance not up to standard
Play.If such user wants experience cloud game, existing cloud game optimization method is: using new coding techniques, improves picture
Face pressure shrinkage, to reduce network demand, but this method can only reduce a part of network pressure, but waste client device
Process performance, such user cannot be made to enjoy better game experiencing.
Summary of the invention
It is a primary object of the present invention to disclose a kind of game running method and device, at least to solve in the related technology
Using existing cloud game optimization method, the network pressure of a part can only be reduced, the process performance of client device is wasted
Problem.
According to an aspect of the invention, there is provided a kind of game running method.
Game running method according to the present invention includes: to detect to the equipment performance of client, according to equipment performance
Detection as a result, determining that client and cloud server end are respectively necessary for the game content amount undertaken;In above-mentioned client and above-mentioned
Cloud server end respectively during running game content, determines and above-mentioned client in the picture of above-mentioned cloud server end rendering
The picture that the picture of end rendering matches, and by two width picture splicings of successful match at the complete picture of a width;It presents in real time
Above-mentioned spliced complete picture.
Preferably, the equipment performance of client is detected, according to equipment performance detection as a result, determine client and
The game content amount that cloud server end is respectively necessary for undertaking includes: to survey to the central processor CPU equipment performance of client
Examination;The graphics processor GPU equipment performance of client is tested;By above-mentioned CPU device performance and above-mentioned GPU equipment performance
Test result notify above-mentioned cloud server end, determine that client and cloud take according to above-mentioned test result by above-mentioned cloud server end
Business device end is respectively necessary for the game content amount undertaken.
Preferably, carrying out test to the central processor CPU equipment performance of client includes: that CPU device is allowed to complete once
Or the repeatedly operation of algorithm, cpu performance score is obtained according to the deadline;To the graphics processor GPU equipment performance of client
Carrying out test includes: that above-mentioned GPU equipment is allowed to render one or more snippets test video, frame when according to the above-mentioned test video of rendering
Number, obtains GPU performance scores.
Preferably, during above-mentioned client and above-mentioned cloud server end respectively running game content, in above-mentioned cloud
The picture that the determining picture with the rendering of above-mentioned client matches in the picture of server end rendering, and by two width of successful match
Picture splicing is at the mistake that the complete picture of a width includes: in the respective running game content of above-mentioned client and above-mentioned cloud server end
Cheng Zhong, above-mentioned client undertake the game content amount for needing to undertake, and generate the picture that rendering finishes, wherein above-mentioned client wash with watercolours
Each key frame picture in the picture finished is contaminated, a unique match identification code can be generated;It has been rendered in the generation of above-mentioned client
After complete picture, above-mentioned client receives the picture rendered from above-mentioned cloud server end, wherein above-mentioned cloud server end
Each key frame picture in the picture finished is rendered, a unique match identification code can be generated;Above-mentioned client is to from upper
After the picture codec for stating cloud server end rendering, by above-mentioned client generate in the picture that finishes of rendering with above-mentioned cloud server end
The identical two width picture splicing of unique match identification code is at the complete picture of a width in the picture that rendering finishes.
Preferably, during above-mentioned client and above-mentioned cloud server end respectively running game content, further includes: on
Cloud server end each predetermined time is stated, the current game state record sent from above-mentioned client is received;Above-mentioned cloud clothes
The above-mentioned game state received is recorded and is compared with the game state of above-mentioned server-side record by business device end;If comparing knot
When fruit is consistent, then game operates normally;If comparison result is inconsistent, above-mentioned cloud server end is by above-mentioned server-side
Game state record be back to above-mentioned client, the game state returned by above-mentioned client according to above-mentioned server-side records pair
The going game operating status of above-mentioned client is updated.
According to another aspect of the present invention, a kind of game playing apparatus is provided.
Game playing apparatus according to the present invention includes: detection module, is detected for the equipment performance to client,
According to equipment performance detection as a result, determining that client and cloud server end are respectively necessary for the game content amount undertaken;Splice mould
Block is used for during above-mentioned client and above-mentioned cloud server end respectively running game content, in above-mentioned cloud server end
The picture that the determining picture with the rendering of above-mentioned client matches in the picture of rendering, and by two width picture splicings of successful match
At the complete picture of a width;Module is presented, for above-mentioned spliced complete picture to be presented in real time.
Preferably, above-mentioned detection module includes: first test unit, for the central processor CPU equipment to client
Performance is tested;Second test cell is tested for the graphics processor GPU equipment performance to client;It determines single
Member, for the test result of above-mentioned CPU device performance and above-mentioned GPU equipment performance to be notified above-mentioned cloud server end, by above-mentioned
Cloud server end determines the game content amount that client and cloud server end are respectively necessary for undertaking according to above-mentioned test result.
Preferably, above-mentioned first test unit is further used for the operation for allowing CPU device to complete one or many algorithms,
Cpu performance score is obtained according to the deadline;Above-mentioned second test cell is further used for that above-mentioned GPU equipment is allowed to render one section
Or multistage test video, frame number when according to the above-mentioned test video of rendering obtain GPU performance scores.
Preferably, above-mentioned splicing module includes: rendering unit, for above-mentioned client and above-mentioned cloud server end respectively
During running game content, above-mentioned client is allowed to undertake the game content amount for needing to undertake, generates the picture that rendering finishes,
Wherein, each key frame picture in the picture that above-mentioned client rendering finishes, can generate a unique match identification code;It receives single
Member, for allowing above-mentioned client to receive from above-mentioned Cloud Server after the picture that above-mentioned client generates that rendering finishes
Hold the picture of rendering, wherein each key frame picture in the picture that above-mentioned cloud server end rendering finishes can generate one uniquely
Match cognization code;Concatenation unit is incited somebody to action for allowing above-mentioned client to after the picture codec that above-mentioned cloud server end renders
Above-mentioned client generates unique match identification code in the picture finished in the picture that rendering finishes with the rendering of above-mentioned cloud server end
Identical two width picture splicing is at the complete picture of a width.
Preferably, above-mentioned apparatus further include: receiving module, at predetermined time intervals, receiving from above-mentioned client
The current game state of transmission records;Comparison module, for recording and above-mentioned server-side the above-mentioned game state received
Game state record is compared;Processing module, for when comparison result is consistent, game to be operated normally, in comparison result
When being inconsistent, the game state record of above-mentioned server-side is back to above-mentioned client, by above-mentioned client according to above-mentioned clothes
The game state record that business end returns is updated the going game operating status of above-mentioned client.
Through the invention, the method for the client and the game of cloud server end collaborative process that provide, in client process one
Partial game content handles another part game content in cloud server end, makes it possible to be determined according to the equipment performance of client
It is scheduled on the load balancing of client and server-side processing game, the processing pressure of cloud server end is eventually converted into client decoding
Pressure and network pressure, the running game so that hardware performance of network and client plays a role simultaneously, so that user be allowed to enjoy
To better game experiencing.
Detailed description of the invention
Fig. 1 is the flow chart of game running method according to an embodiment of the present invention;
Fig. 2 is the structural block diagram of game playing apparatus according to an embodiment of the present invention;And
Fig. 3 is the structural block diagram of game playing apparatus according to the preferred embodiment of the invention.
Specific embodiment
Specific implementation of the invention is made a detailed description with reference to the accompanying drawings of the specification.
Fig. 1 is the flow chart of game running method according to an embodiment of the present invention.As shown in Figure 1, the game running method
Include:
Step S101: detecting the equipment performance of client, according to equipment performance detection as a result, determining client
The game content amount undertaken is respectively necessary for cloud server end;
Step S103: during above-mentioned client and above-mentioned cloud server end respectively running game content, above-mentioned
The picture that the determining picture with the rendering of above-mentioned client matches in the picture of cloud server end rendering, and by the two of successful match
Width picture splicing is at the complete picture of a width;
Step S105: above-mentioned spliced complete picture is presented in real time.
Using the method for Fig. 1 client provided and the game of cloud server end collaborative process, make it possible to according to client
Equipment performance determine that the processing pressure of cloud server end finally converts in the load balancing of client and server-side processing game
Pressure and network pressure are decoded for client, the running game so that hardware performance of network and client plays a role simultaneously, from
And user is allowed to enjoy better game experiencing.
Preferably, above-mentioned steps S101 detects the equipment performance of client, the knot detected according to equipment performance
Fruit, the game content amount for determining that client and cloud server end are respectively necessary for undertaking may further include: in client
Central processor CPU device performance is tested;The graphics processor GPU equipment performance of client is tested;By above-mentioned CPU
The test result of equipment performance and above-mentioned GPU equipment performance notifies above-mentioned cloud server end, by above-mentioned cloud server end according to upper
It states test result and determines the game content amount that client and cloud server end are respectively necessary for undertaking.
Wherein, the central processor CPU equipment performance of client is tested including but not limited to: makes CPU device complete
At the operation of one or many algorithms, cpu performance score is obtained according to the deadline;The graphics processor GPU of client is set
Standby performance is tested including but not limited to: allowing above-mentioned GPU equipment to render one or more snippets test video, according to the above-mentioned survey of rendering
Frame number when video is tried, obtains GPU performance scores.
In a preferred implementation process, pass through the detection to equipment performance, it can be deduced that client device performance can at most be located
How many game content are managed, and the result is sent to cloud server end, inform cloud server end game content to be treated.Tool
Body is as follows:
Step 1 carries out cpu performance test to equipment: CPU being allowed to complete the operation of an algorithm (as calculated Fibonacci number
Arrange previous ten thousand), cpu performance score is provided according to the deadline.It should be noted that can use existing in the related technology
Performance test methods, visual concrete condition adjustment use.
Step 2 carries out GPU performance test to equipment: GPU being allowed to render one section of test video, frame when according to render video
Number situation, obtains GPU performance scores.It should be noted that can be using existing performance test methods in the related technology, visually
Concrete condition adjustment uses.
Step 3, result are reported: by CPU and the GPU scores of equipment informing cloud server end, cloud server end according to
Specific game and equipment score distribute to the workload of the corresponding game content processing of client.
Preferably, in above-mentioned steps S103, in the respective running game content of above-mentioned client and above-mentioned cloud server end
In the process, the picture that the determining picture with the rendering of above-mentioned client matches in the picture of above-mentioned cloud server end rendering, and
Two width picture splicings of successful match may further include at the complete picture of a width: being taken in above-mentioned client and above-mentioned cloud
Respectively during running game content, above-mentioned client undertakes the game content amount for needing to undertake at business device end, and generation has rendered
Complete picture, wherein each key frame picture in the picture that above-mentioned client rendering finishes can generate a unique match identification
Code;After the picture that above-mentioned client generates that rendering finishes, above-mentioned client is received to be rendered from above-mentioned cloud server end
Picture, wherein each key frame picture in the picture that the rendering of above-mentioned cloud server end finishes can generate a unique match and know
Other code;Above-mentioned client has rendered the generation of above-mentioned client to after the picture codec that above-mentioned cloud server end renders
In complete picture two width picture splicing identical with unique match identification code in the picture that finishes of above-mentioned cloud server end rendering at
The complete picture of one width.
In a preferred implementation process, it can be realized by following steps:
Step 1, cloud server end and client are responsible for respective game processing part, and generate the picture that rendering finishes,
Each key frame picture can generate a unique match identification code simultaneously.
Step 2, since there are network delay, client completes the picture after rendering, need to wait the other half server-side wash with watercolours
The picture transmission of dye spells the identical two parts picture of unique match identification code to client and after completing decoding, then by client
A complete picture is formed after connecing to be presented to the user.
When client and cloud server end are jointly processed by the different piece of a secondary game picture, due to cloud server end and visitor
The presence of the performance difference and network delay at family end, may result in two parts picture show it is asynchronous.The synchronous system of game picture
System will can be just presented to the user after picture of two parts picture splicing at width synchronization.
Preferably, it during above-mentioned client and above-mentioned cloud server end respectively running game content, can also wrap
Include: above-mentioned cloud server end at predetermined time intervals, receives the current game state record sent from above-mentioned client;It is above-mentioned
The above-mentioned game state received is recorded and is compared with the game state of above-mentioned server-side record by cloud server end;If than
When being consistent to result, then game operates normally;If comparison result is inconsistent, above-mentioned cloud server end is by above-mentioned clothes
The game state record at business end is back to above-mentioned client, is remembered by above-mentioned client according to the game state that above-mentioned server-side returns
Record is updated the going game operating status of above-mentioned client.
To avoid client and cloud server end that the nonsynchronous problem of game running state occurs, it is also necessary to provide a trip
Play processing synchronization system, the current game running state of client (for example, game progress etc.) is informed to server-side, to make
The operating status of server-side is synchronous with client holding always.
For example, the game of client and cloud server end operation requires state recording (progress, the situation of going game
Deng), client is sent to server-side at regular intervals, by current game state record, and server-side is by this state and server-side
State recording be compared, if unanimously, game operates normally, if inconsistent, cloud server end is by cloud server end
Game state record is returned again to client, the record that client is returned according to cloud server end to going game operating status into
Row updates, and guarantees the state synchronized of both ends game with this.
Fig. 2 is the structural block diagram of game playing apparatus according to an embodiment of the present invention.As shown in Fig. 2, real according to the present invention
The game playing apparatus for applying example includes: detection module 20, is detected for the equipment performance to client, according to equipment performance
Detection as a result, determining that client and cloud server end are respectively necessary for the game content amount undertaken;Splicing module 22 is used for
Client and above-mentioned cloud server end are stated respectively during running game content, in the picture of above-mentioned cloud server end rendering
The picture that the determining picture with the rendering of above-mentioned client matches, and two width picture splicings of successful match are complete at a width
Picture;Module 24 is presented, for above-mentioned spliced complete picture to be presented in real time.
Using the device of Fig. 2 client provided and the game of cloud server end collaborative process, make it possible to according to client
Equipment performance determine that the processing pressure of cloud server end finally converts in the load balancing of client and server-side processing game
Pressure and network pressure are decoded for client, the running game so that hardware performance of network and client plays a role simultaneously, from
And user is allowed to enjoy better game experiencing.
Preferably, as shown in figure 3, above-mentioned detection module 20 may further include: first test unit 200, for pair
The central processor CPU equipment performance of client is tested;Second test cell 202, for the graphics process to client
Device GPU equipment performance is tested;Determination unit 204, for by the survey of above-mentioned CPU device performance and above-mentioned GPU equipment performance
Test result notifies above-mentioned cloud server end, determines client and Cloud Server according to above-mentioned test result by above-mentioned cloud server end
End is respectively necessary for the game content amount undertaken.
Preferably, above-mentioned first test unit 200, is further used for the fortune for allowing CPU device to complete one or many algorithms
It calculates, cpu performance score is obtained according to the deadline;Above-mentioned second test cell 202, is further used for allowing above-mentioned GPU equipment wash with watercolours
One or more snippets test video is contaminated, frame number when according to the above-mentioned test video of rendering obtains GPU performance scores.
Preferably, as shown in figure 3, above-mentioned splicing module 22 may further include: rendering unit 220, for above-mentioned
Client and above-mentioned cloud server end respectively during running game content, allow above-mentioned client to undertake the game for needing to undertake
Inner capacities generates the picture that rendering finishes, wherein each key frame picture in the picture that above-mentioned client rendering finishes can give birth to
At a unique match identification code;Receiving unit 222, for allowing after the picture that above-mentioned client generates that rendering finishes
It states client and receives the picture rendered from above-mentioned cloud server end, wherein above-mentioned cloud server end renders the picture finished
In each key frame picture, a unique match identification code can be generated;Concatenation unit 224, for allowing above-mentioned client to coming from
After the picture codec of above-mentioned cloud server end rendering, by above-mentioned client generate in the picture that finishes of rendering with above-mentioned cloud service
The identical two width picture splicing of unique match identification code is at the complete picture of a width in the picture that the rendering of device end finishes.
Preferably, as shown in figure 3, above-mentioned apparatus can also include: receiving module 26, at predetermined time intervals, receiving
The current game state record sent from above-mentioned client;Comparison module 28, the above-mentioned game state for will receive
It records and is compared with the game state of above-mentioned server-side record;Processing module 30 is used for the game when comparison result is consistent
It operates normally, when comparison result is inconsistent, the game state record of above-mentioned server-side is back to above-mentioned client, by upper
The game state record that client is returned according to above-mentioned server-side is stated to carry out more the going game operating status of above-mentioned client
Newly.
In conclusion making it possible to be determined according to the equipment performance of client by above-described embodiment provided by the invention
In the load balancing of client and server-side processing game, the processing pressure of cloud server end is eventually converted into client decoding pressure
Power and network pressure, the running game so that hardware performance of network and client plays a role simultaneously.It is said from the angle of user, body
When testing cloud game, the performance of hardware device is taken full advantage of, is reduced by way of reducing and transmitting picture size to internetworking
The requirement of energy, can enable large quantities of users experience game;It is said from cloud game service quotient's angle, because a part processing is handed over
Client has been given, the resource of server-side is saved, has been a kind of processing scheme of two-win.
Disclosed above is only several specific embodiments of the invention, and still, the present invention is not limited to this, any ability
What the technical staff in domain can think variation should all fall into protection scope of the present invention.
Claims (10)
1. a kind of game running method characterized by comprising
The equipment performance of client is detected, according to equipment performance detection as a result, determining client and cloud server end
It is respectively necessary for the game content amount undertaken;
During the client and the cloud server end respectively running game content, rendered in the cloud server end
Picture in the picture that matches of the determining picture with client rendering, and by two width picture splicings of successful match at one
The complete picture of width;
The spliced complete picture is presented in real time.
2. the method according to claim 1, wherein the equipment performance to client detects, according to equipment
Performance detection as a result, the game content amount for determining that client and cloud server end are respectively necessary for undertaking includes:
The central processor CPU equipment performance of client is tested;
The graphics processor GPU equipment performance of client is tested;
The test result of the CPU device performance and the GPU equipment performance is notified into the cloud server end, is taken by the cloud
Business device end determines the game content amount that client and cloud server end are respectively necessary for undertaking according to the test result.
3. according to the method described in claim 2, it is characterized in that,
Carrying out test to the central processor CPU equipment performance of client includes: that CPU device is allowed to complete one or many algorithms
Operation obtains cpu performance score according to the deadline;
Carrying out test to the graphics processor GPU equipment performance of client includes: that the GPU equipment is allowed to render one or more snippets survey
Video is tried, frame number when according to the rendering test video obtains GPU performance scores.
4. the method according to claim 1, wherein in the client and each self-operating of the cloud server end
During game content, determine that the picture rendered with the client matches in the picture of cloud server end rendering
Picture, and include: at the complete picture of a width by two width picture splicings of successful match
During the client and the cloud server end respectively running game content, the client undertakes needs and holds
The game content amount of load generates the picture that rendering finishes, wherein each key frame is drawn in the picture that the client rendering finishes
Face can generate a unique match identification code;
After the picture that the client generates that rendering finishes, the client is received to be rendered from the cloud server end
Picture, wherein each key frame picture in the picture that cloud server end rendering finishes can generate a unique match and know
Other code;
The client is generated rendering and finished by the client to after the picture codec that the cloud server end renders
Picture in two width picture splicing identical with unique match identification code in the picture that finishes of cloud server end rendering at one
The complete picture of width.
5. method according to claim 1 to 4, which is characterized in that in the client and the cloud service
Device end is respectively during running game content, further includes:
The cloud server end at predetermined time intervals, receives the current game state record sent from the client;
The cloud server end records the game state received to be compared with the game state of server-side record
It is right;
If comparison result is consistent, game is operated normally;
If comparison result is inconsistent, the game state record of the server-side is back to institute by the cloud server end
Client is stated, the game state record returned by the client according to the server-side transports the going game of the client
Row state is updated.
6. a kind of game playing apparatus characterized by comprising
Detection module is detected for the equipment performance to client, according to equipment performance detection as a result, determining client
The game content amount undertaken is respectively necessary for cloud server end;
Splicing module is used for during the client and the cloud server end respectively running game content, described
The picture that the determining picture with client rendering matches in the picture of cloud server end rendering, and by the two of successful match
Width picture splicing is at the complete picture of a width;
Module is presented, for the spliced complete picture to be presented in real time.
7. device according to claim 6, which is characterized in that the detection module includes:
First test unit is tested for the central processor CPU equipment performance to client;
Second test cell is tested for the graphics processor GPU equipment performance to client;
Determination unit, for the test result of the CPU device performance and the GPU equipment performance to be notified the Cloud Server
End, determines that client and cloud server end are respectively necessary in the game undertaken according to the test result by the cloud server end
Capacity.
8. device according to claim 7, which is characterized in that
The first test unit is further used for the operation for allowing CPU device to complete one or many algorithms, according to the deadline
Obtain cpu performance score;
Second test cell is further used for that the GPU equipment is allowed to render one or more snippets test video, according to rendering institute
Frame number when test video is stated, obtains GPU performance scores.
9. device according to claim 7, which is characterized in that the splicing module includes:
Rendering unit, it is described for allowing during the client and the cloud server end respectively running game content
Client undertakes the game content amount for needing to undertake, and generates the picture that rendering finishes, wherein the client renders the picture finished
Each key frame picture in face, can generate a unique match identification code;
Receiving unit, for allowing the client to receive from institute after the picture that the client generates that rendering finishes
State the picture of cloud server end rendering, wherein each key frame picture in the picture that the cloud server end rendering finishes can give birth to
At a unique match identification code;
Concatenation unit, for allowing the client to after the picture codec that the cloud server end renders, by the visitor
Family end generates identical with unique match identification code in the picture that cloud server end rendering finishes in the picture that rendering finishes
Two width picture splicings are at the complete picture of a width.
10. device according to any one of claims 6 to 9, which is characterized in that further include:
Receiving module, at predetermined time intervals, receiving the current game state record sent from the client;
Comparison module, for comparing the game state received record and the game state record of the server-side
It is right;
Processing module, for when comparison result is consistent, game normal operation will be described when comparison result is inconsistent
The game state record of server-side is back to the client, the game state returned by the client according to the server-side
Record is updated the going game operating status of the client.
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