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Peripheral message response method and device, storage medium and electronic equipment

A message and function technology, applied in the computer field, can solve problems such as resource waste, high price, and undiscovered solutions, and achieve the effects of saving video bit rate, preventing screen tearing, and reducing delay

Pending Publication Date: 2021-02-05
BEIJING KINGSOFT CLOUD NETWORK TECH CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0003] In related technologies, image rendering and acquisition of peripheral messages are implemented in one thread, and peripheral messages and rendering data are processed simultaneously in the thread. In one rendering cycle, after the thread submits the rendering data to the video memory, it needs to wait until the next cycle Peripheral messages can only be processed, so turning on vertical synchronization will cause peripheral messages to fail to return in time, resulting in peripheral messages not being acquired and processed in a timely manner. Vertical synchronization solves the problem of screen tearing and delays in processing peripheral messages. This problem can be alleviated by setting a high refresh rate monitor, by recommending that players purchase a high refresh rate monitor to reduce the interval between monitor refreshes, so that they can return from the rendering process more quickly, but high refresh rate monitors generally Expensive and requires obsolescence of existing displays, wasting resources
[0004] For the above-mentioned problems existing in related technologies, no effective solution has been found yet

Method used

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  • Peripheral message response method and device, storage medium and electronic equipment
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  • Peripheral message response method and device, storage medium and electronic equipment

Examples

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Embodiment 1

[0037] The method embodiment provided in Embodiment 1 of the present application can be executed in a server, computer, game terminal, mobile phone, tablet or similar computing device. Take running on a computer as an example, figure 1 It is a block diagram of the hardware structure of a computer according to the embodiment of the present invention. Such as figure 1 As shown, computer 10 may include one or more ( figure 1 Only one is shown in the figure) a processor 102 (the processor 102 may include but not limited to a processing device such as a microprocessor MCU or a programmable logic device FPGA, etc.) and a memory 104 for storing data. Optionally, the above-mentioned computer can also be A transmission device 106 for communication functions and an input and output device 108 are included. Those of ordinary skill in the art can understand that, figure 1 The shown structure is only for illustration, and it does not limit the structure of the above-mentioned computer....

Embodiment 2

[0079] In this embodiment, a device for responding to peripheral messages is also provided, which is used to implement the above embodiments and preferred implementation modes, and what has been explained will not be repeated here. As used below, the term "module" may be a combination of software and / or hardware that realizes a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, implementations in hardware, or a combination of software and hardware are also possible and contemplated.

[0080] Figure 6 is a structural block diagram of a device for responding to peripheral messages according to an embodiment of the present invention, such as Figure 6 As shown, the device includes: a monitoring module 60, a calling module 62, and a response module 64, wherein,

[0081] Monitoring module 60, for monitoring the picture rendering process of the game client;

[0082] A calling module 62, configured to call a...

Embodiment 3

[0093] An embodiment of the present invention also provides a storage medium, in which a computer program is stored, wherein the computer program is set to execute the steps in any one of the above method embodiments when running.

[0094] Optionally, in this embodiment, the above-mentioned storage medium may be configured to store a computer program for performing the following steps:

[0095] S1, monitor the screen rendering process of the game client;

[0096] S2. After the picture rendering process submits the rendering data to the video memory, call a target rendering submission function according to the picture rendering process, wherein the target rendering submission function prohibits execution of vertical synchronization;

[0097] S3. Respond to the peripheral device message of the game client within the rendering cycle of the target rendering submission function.

[0098] Optionally, in this embodiment, the above-mentioned storage medium may include but not limited...

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PUM

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Abstract

The invention discloses a peripheral message response method and device, a storage medium and electronic equipment, and belongs to the technical field of computers. The method comprises the followingsteps: monitoring a picture rendering process of a game client; after the picture rendering process submits rendering data to a video memory, calling a target rendering submission function according to the picture rendering process, wherein execution of vertical synchronization is forbidden by the target rendering submission function; and responding to the peripheral message of the game client inthe rendering period of the target rendering submission function. Through the method and the device, the technical problem that the delay of the peripheral message can only be reduced by improving thedisplay refresh rate in the related technology is solved, the video code rate is saved, the upper limit of the game FPS is locked, the picture is prevented from being torn, the peripheral message canbe responded in real time, and the delay of the peripheral message is reduced.

Description

technical field [0001] The present invention relates to the field of computers, in particular to a method and device for responding to peripheral messages, a storage medium, and electronic equipment. Background technique [0002] In related technologies, in the game interaction process, it is necessary to synchronize the screen flow and operation, which will involve parameters such as FPS (Frames Per Second), screen tearing, and vertical synchronization (VSYNC, Vertical synchronization). Among them, FPS is the number of frames transmitted per second, which refers to the number of times the game refreshes the screen within one second. If the game needs to display high-speed moving objects, a high FPS is required to present the picture, otherwise the player will feel that the picture is not smooth. Screen tearing is when the game FPS exceeds the display refresh rate, the previous frame may not be displayed in time, and the next frame is already displayed, so in a refresh of t...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06F11/30G06F9/448
CPCG06F11/302G06F9/4482
Inventor 郑明
Owner BEIJING KINGSOFT CLOUD NETWORK TECH CO LTD
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