Pedal optimization method and system for vehicle-mounted element universe game and storage medium
By comparing and matching the game operation command table and driving operation command table, adjusting the sensitivity of the on-board meta-universe game pedals, solving the problem of limited performance of the on-board equipment and mismatch of the pedal sensitivity, and improving the game's interactive efficiency and experience.
Patent Information
- Application Number
- CN202411368860.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-28
- Publication Date
- 2025-02-07
AI Technical Summary
There are differences in the interaction efficiency and experience of car meta-universe games, especially because the performance of car equipment is limited, it is difficult to support complex meta-universe games, and there is a big difference in the sensitivity of the pedal and the matching of the game console.
By generating a game operation command table and a driving operation command table, the two are compared and matched, the difference value between the player's actual operation and game feedback is obtained, the correction strategy is determined based on the difference value, and the sensitivity of the pedal is adjusted to improve interaction efficiency and experience.
It realizes flexible and accurate adjustment of pedal sensitivity, improves the interactive efficiency and experience of on-board meta-universe games, and optimizes the reliability of sensitivity correction.
Smart Images

Figure CN119386467A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of metaverse game technology, and in particular to a pedal optimization method, system and storage medium for an in-vehicle metaverse game. Background Art
[0002] Metaverse games are becoming increasingly popular. The existing interactive mode of Metaverse games is mainly based on home consoles, and in-vehicle Metaverse games are still in the exploratory stage. In in-vehicle Metaverse games, virtual reality technology can be combined with vehicle driving experience, allowing players to experience a more realistic and immersive game world during driving.
[0003] However, the application of in-vehicle Metaverse games will raise some practical issues, such as how to achieve smooth interaction with Metaverse games within the vehicle environment.
[0004] Current in-car Metaverse games are generally played by imitating home Metaverse game consoles, with the entire set of equipment transplanted into the in-car driving environment, including the use of game controllers to interact with the console. However, the performance and processing power of in-car devices are relatively limited, making it difficult to support complex Metaverse games. When using in-car devices for interaction, such as using vehicle pedals for game interaction, there is a large difference in sensitivity between the device and the game console, resulting in a poor fluency experience, far inferior to indoor home devices. Summary of the invention
[0005] The technical problem to be solved by the present invention is that the present invention proposes a pedal optimization method, system and storage medium for an in-vehicle metaverse game, which can flexibly and accurately adjust the sensitivity of the pedal, thereby improving the interactive efficiency and experience of the in-vehicle metaverse game.
[0006] As one aspect of the present invention, a pedal optimization method for a vehicle-mounted metaverse game is provided, which comprises the following steps:
[0007] Generate a game operation instruction table for the pedal according to the operation instruction of the game console, and generate a driving operation instruction table according to the operation mode of the pedal in the car, and compare and match the two;
[0008] For each operation instruction of the pedal, a difference value between the actual operation of the player and the game feedback is obtained, wherein the difference value includes: time difference, control accuracy difference, feedback difference or operation force difference value;
[0009] A correction strategy is determined according to the difference values existing in each operation instruction, and the sensitivity of the pedal is corrected according to the correction strategy.
[0010] Among them, generating a game operation instruction table of the pedal according to the operation instruction of the game console, and generating a driving operation instruction table according to the operation mode of the pedal in the car, and comparing and matching the two further include:
[0011] Generate a game operation instruction table for the pedal according to the operation instruction of the game console, and generate a driving operation instruction table according to the operation mode of the pedal in the car;
[0012] The two instruction tables are compared. If there is any inconsistency, a setting reminder is sent to the user, and in response to the user's operation, the number of pedals and / or the corresponding operation method in the game console are adjusted to match the driving operation instructions.
[0013] For each pedal operation instruction, the difference value between the player's actual operation and the game feedback is obtained, including:
[0014] A plurality of test maps for each operation instruction are generated in the game console, so that the user can perform test operations in the test maps to obtain the difference value of each operation instruction, and the operation instruction includes: braking, acceleration and throttle force feedback.
[0015] Wherein, determining a correction strategy according to the difference values existing in each operation instruction, and correcting the sensitivity of the pedal by using the correction strategy further includes:
[0016] Multiplying the difference value of each operation instruction by the corresponding preset weight to obtain a weighted difference value of each operation instruction;
[0017] Determine the sensitivity range of the weighted difference value of each operation instruction. If it is in a low sensitivity range, increase the sensitivity of the operation instruction during correction; if it is in a high sensitivity range, reduce the sensitivity of the operation instruction; if it is in a normal range, do not make correction.
[0018] Wherein, determining a correction strategy according to the difference values existing in each operation instruction, and correcting the sensitivity of the pedal by using the correction strategy further includes:
[0019] Multiplying the difference value of each operation instruction by the corresponding preset weight to obtain the weighted difference value of each operation instruction, and accumulating all the difference values to obtain the accumulated sensitivity difference;
[0020] Determine the sensitivity range in which the accumulated sensitivity difference is located. If it is in the low sensitivity range, then during correction, the sensitivity of the operating instructions whose at least part of the weighted difference values are lower than the predetermined range is increased; if it is in the high sensitivity range, the sensitivity of the operating instructions whose at least part of the weighted difference values are lower than the predetermined range is reduced; if it is in the normal range, no correction is performed.
[0021] Among them, further include:
[0022] The pedal sensitivity manual correction interface is called to allow the user to view or manually correct the pedal sensitivity, wherein the user interface module is provided with a pedal sensitivity adjustment slider or knob to adjust the pedal sensitivity in response to the user's operation.
[0023] Accordingly, another aspect of the present invention further provides a pedal optimization system for an in-vehicle metaverse game, comprising at least:
[0024] The instruction matching module is used to generate a game operation instruction table for the pedal according to the operation instruction of the game console, and generate a driving operation instruction table according to the operation mode of the pedal in the car, and compare and match the two;
[0025] A difference measurement module is used to obtain the difference value between the player's actual operation and the game feedback for each operation instruction of the pedal, and the difference value includes: time difference, control accuracy difference, feedback difference or operation force difference value;
[0026] The sensitivity correction module is used to determine a correction strategy according to the difference values existing in each operation instruction, and to correct the sensitivity of the pedal according to the correction strategy.
[0027] Wherein, the instruction matching module further includes:
[0028] An operation instruction acquisition unit, used to generate a game operation instruction table for the pedal according to the operation instruction of the game console, and to generate a driving operation instruction table according to the operation mode of the pedal in the vehicle;
[0029] The comparison and matching unit is used to compare the above two instruction tables. If there is any inconsistency, a setting reminder is issued to the user, and in response to the user's operation, the number of pedals and / or the corresponding operation mode in the game console are adjusted to match the driving operation instruction.
[0030] Among them, further include:
[0031] A test map generation module is used to generate multiple test maps for each operation instruction in the game console, so that the user can perform test operations in the test maps to obtain the difference value of each operation instruction, and the operation instruction includes: braking, acceleration and throttle force feedback;
[0032] Wherein, the sensitivity correction module further comprises:
[0033] A calculation unit, used for multiplying the difference value of each operation instruction by a preset corresponding weight to obtain a weighted difference value of each operation instruction;
[0034] The correction processing unit is used to determine the sensitivity range of the weighted difference value of each operation instruction. If it is in a low sensitivity range, the sensitivity of the operation instruction is increased during correction; if it is in a high sensitivity range, the sensitivity of the operation instruction is reduced; if it is in a normal range, no correction is performed.
[0035] Wherein, the sensitivity correction module further comprises:
[0036] A calculation unit, used for multiplying the difference value of each operation instruction by a preset corresponding weight to obtain a weighted difference value of each operation instruction, and accumulating all the difference values to obtain a cumulative sensitivity difference;
[0037] The correction processing unit is used to determine the sensitivity range in which the accumulated sensitivity difference is located. If it is in the low sensitivity range, then during correction, the sensitivity of the operating instructions whose weighted difference values are at least partially below the predetermined range is increased; if it is in the high sensitivity range, the sensitivity of the operating instructions whose weighted difference values are at least partially below the predetermined range is decreased; if it is in the normal range, no correction is performed.
[0038] Among them, further include:
[0039] The manual correction module is used to call the pedal sensitivity manual correction interface for the user to view or manually correct the pedal sensitivity; wherein the user interface module is provided with a pedal sensitivity adjustment slider or knob to adjust the pedal sensitivity in response to the user's operation.
[0040] Accordingly, as another aspect of the present invention, a computer-readable storage medium is provided, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the aforementioned method are implemented.
[0041] Implementing the embodiments of the present invention has the following beneficial effects:
[0042] The present invention proposes a pedal optimization method, system and storage medium for an in-vehicle metaverse game. By generating a game operation instruction table and a driving operation instruction table, the two instruction tables are compared and matched; the difference between the player's actual operation and the game feedback is obtained; the correction strategy of the pedal sensitivity is comprehensively determined according to the difference value between the operation instruction pairs, and corresponding corrections are made. In this way, the sensitivity of the pedal can be adjusted flexibly and accurately, which can improve the interaction efficiency and experience of the in-vehicle metaverse game.
[0043] In the embodiment of the present invention, the gaming experience can be improved by correcting the pedal sensitivity; by introducing a test map and performing a difference test on the operating instructions, quantitative testing of the pedal sensitivity becomes possible and the reliability of the sensitivity correction is optimized. BRIEF DESCRIPTION OF THE DRAWINGS
[0044] In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For those skilled in the art, without paying creative labor, other drawings obtained based on these drawings still belong to the scope of the present invention.
[0045] Figure 1 A schematic diagram of the main process of an embodiment of a pedal optimization method for an in-vehicle metaverse game provided by the present invention;
[0046] Figure 2 A schematic diagram of a test map for testing brake sensitivity involved in an example of the present invention;
[0047] Figure 3 A schematic diagram of a test map for testing acceleration sensitivity in an example of the present invention;
[0048] Figure 4 A schematic diagram of a test map for testing throttle force feedback in an example of the present invention;
[0049] Figure 5 A schematic diagram of a test map integrating multiple test instructions involved in an example of the present invention;
[0050] Figure 6 A schematic diagram of an interface for performing manual sensitivity correction according to the present invention;
[0051] Figure 7 A schematic structural diagram of an embodiment of a pedal optimization system for an in-vehicle metaverse game provided by the present invention;
[0052] Figure 8 for Figure 7 A schematic diagram of the structure of the instruction matching module in FIG.
[0053] Fig. 9 for Figure 7 Schematic diagram of the structure of the sensitivity correction module in . DETAILED DESCRIPTION
[0054] In order to make the objectives, technical solutions and advantages of the present invention more clear, the present invention will be further described in detail below with reference to the accompanying drawings.
[0055] like Figure 1 As shown, it is a schematic diagram of the main process of an embodiment of a pedal optimization method for an in-vehicle metaverse game provided by the present invention;
[0056] It is understandable that in the in-vehicle metaverse game, the vehicle's original pedals, such as the brake pedal and the accelerator pedal, can be used for game interaction. These pedals are the components that players actually operate during driving, and the operating instructions in the game are also implemented by operating these pedals. Therefore, in actual applications, these pedals need to be set to game state or driving state. In driving mode, the pedal signal is directly transmitted to the vehicle's control system; in game mode, the pedal operation will not be directly transmitted to the vehicle's control system, but the pedal signal will be redirected to the game system. This switching process can be implemented using hardware or software.
[0057] Combined Figures 2 to 6 In this embodiment, the method at least includes the following steps:
[0058] Step S10, generating a game operation instruction table for the pedal according to the operation instruction of the game console, and generating a driving operation instruction table according to the operation mode of the pedal in the vehicle, and comparing and matching the two;
[0059] In a specific example, the step S10 further includes:
[0060] Step S100, generating a game operation instruction table for the pedal according to the operation instruction of the game console, and generating a driving operation instruction table according to the operation mode of the pedal in the vehicle;
[0061] It is understandable that in the game console, the operation instructions are the way for players to interact with the game; in actual vehicle driving, the operation of the pedals is used to achieve driving actions such as acceleration and braking. The game operation instruction table for the pedals is generated according to the operation instructions of the game console, and the driving operation instruction table is generated according to the operation of the pedals in the vehicle.
[0062] Step S101, compare the above two instruction tables. If they are inconsistent, send a setting reminder to the user, and respond to user operations to adjust the number of pedals and / or the corresponding operation mode in the game console to match the driving operation instructions.
[0063] It is understandable that if the instruction tables are inconsistent, there are differences in the operation modes of the game console and the pedals in the car, and the user may need to adjust the operation mode of the pedals in the game console to adapt to the requirements of the game. At this time, the system in the console can remind the user to set the appropriate operation mode of the pedals in the game, such as adjusting the brake operation mode or acceleration operation mode of the pedal; or changing the appropriate number of virtual pedals to ensure a smoother gaming experience.
[0064] Among them, replacing the appropriate number of virtual pedals refers to adjusting the number and configuration of virtual control elements (i.e., virtual pedals) in the game to better match the operation method and number of real-world vehicle pedals, or the specific needs of players in the game.
[0065] For example, in this metaverse game, a driving simulation game offers a variety of driving modes and vehicle options. In the real world, most cars only have two main pedals: accelerator and brake. But in the game, depending on the driving mode and vehicle type, additional control elements may be required, such as a clutch pedal (for manual transmission vehicles), a handbrake (although not a pedal in the traditional sense, it can be used as an example of a control element here) or a special acceleration / deceleration button (if the game is designed not to use traditional pedals to simplify operation).
[0066] If the game defaults to the same two-pedal setup (accelerator and brake) as most modern cars, but the user's vehicle also supports a clutch (for example, the player is driving a manual transmission car), then the user may want to add a virtual control element of a clutch pedal to the game as well.
[0067] Another case is that if the player is playing a sci-fi racing game in which the vehicle has the ability to accelerate and decelerate beyond reality, more levels of acceleration and deceleration control may be needed. In this case, the game may provide three or more virtual pedals (or buttons) to allow the player to control the speed of the vehicle more finely.
[0068] If the game allows the player to switch between driving different types of vehicles, from sports cars to heavy trucks, each vehicle may have different pedal requirements. A sports car may only require accelerator and brake, while a heavy truck may require additional pedals for low-speed forward and reverse control. In this case, the game may allow the player to adjust the number and configuration of virtual pedals based on the type of vehicle currently being driven.
[0069] As shown in Table 1 below, a comparison table of a matched driving instruction operation table and a game operation instruction table is shown in an example. It is understandable that the actual instruction tables may also be different.
[0070] Table 1
[0071]
[0072]
[0073] If it is determined that the instruction tables of the two are consistent, that is, the operation method of the virtual pedal in the game console matches the operation method of the pedal in the car, then in the subsequent steps, it is necessary to filter out the operation instructions that require sensitivity correction from the instruction table.
[0074] Step S11, for each operation instruction of the pedal, obtaining a difference value between the actual operation of the player and the game feedback, wherein the difference value includes: time difference, control accuracy difference, feedback difference or operation force difference value;
[0075] It is understandable that during the game, different driving actions may require different sensitivities to achieve, such as greater pedal force for acceleration and less force for braking. By comparing the two instruction tables, the system can identify which operation instructions need to have their sensitivity corrected.
[0076] For operation instructions that require sensitivity correction, the system in the host can provide personalized setting options based on the user's preferences and driving habits. Users can adjust the sensitivity of each operation instruction according to their needs to achieve a more accurate and comfortable driving experience. Such personalized settings can help users better adapt to different driving scenarios and driving needs in the game, and improve the immersion and comfort of the driving experience in the game.
[0077] In this step, the difference between the player's actual operation and the game feedback needs to be obtained. For example, the difference between the time the player takes to complete the braking action and the time the braking command is actually received in the game; or the difference between the time the player takes to complete the acceleration and the time the acceleration is completed recorded in the game.
[0078] The difference between the player's actual operation and the game feedback may affect the smoothness of the game and the user experience, so difference measurement is needed. The possible differences between the actual operation and the game feedback include time delay, control accuracy, feedback difference, operation force difference, etc.
[0079] Among them, time delay: the player's actual operation may be delayed by the response time of the game system, causing the player to wait for a while before seeing the game feedback after the operation. This difference may affect the fluency and experience of the game.
[0080] Control accuracy: When actually operating the in-game objectives, it may not be possible to fully and accurately convey them to the game system, resulting in inconsistency between game feedback and user expectations. For example, when you want to perform a quick braking action, the actual operation may not meet expectations due to the limitations of the operating equipment or the lack of proficiency in operating skills. This difference may affect the playability satisfaction of the game.
[0081] Feedback differences: The screen display of the game itself will bring feedback differences, that is, the screen display cannot be timely connected with the expected screen display after the operation interaction. For example, a short-term acceleration operation is performed in the game, but because the visual effects or sound effects of the game are not obvious or timely, it may not be possible to accurately perceive whether the operation is successful after the short-term acceleration operation is completed. This difference may affect the immersion and smoothness of the game.
[0082] In practical examples, there are many ways to characterize the above differences.
[0083] In one approach, the actual time of the user's operation can be measured by using a sensor device. For example, a time measurement chip embedded in the host device can be used to record the cumulative time of the user's braking operation. Alternatively, the game can record a timestamp when receiving the user's operation instruction. By comparing the two timestamps, the time difference between the user's operation and the game feedback can be calculated.
[0084] Another way to measure the difference between actual operation and game presentation is by measuring the cumulative time to complete a given action.
[0085] In a specific example of the present invention, the step S11 further includes:
[0086] A plurality of test maps for each operation instruction are generated in the game console, so that the user can perform test operations in the test maps to obtain the difference value of each operation instruction, and the operation instruction includes: braking, acceleration and throttle force feedback.
[0087] like Figures 2 to 5 Schematic diagrams of various test maps are shown.
[0088] in, Figure 2 Used to test brake sensitivity. In the game console, generate graph A to test brake sensitivity. Players can operate the vehicle in the game to drive through point A, then brake and slow down to point B. The time from point A to point B can be recorded as the time difference value during the brake operation.
[0089] Figure 3 For acceleration sensitivity test, there is a fault area between area A and area B, so it is necessary to accelerate from area A to area B, and record the time from area A to area B. This time can be used as the time difference value during the acceleration operation.
[0090] Figure 4It is used to test the force feedback of the throttle. When different degrees of acceleration are generated, the depth of pressing the throttle is different. Therefore, when passing through area 1, area 2, area 3 and area 4 in the same time, the pressure required for acceleration operation is different. The time to pass through these areas can be used as the time difference value of the acceleration operation.
[0091] Figures 2 to 4 These are test images for a single function test, but in actual testing, these images may be generated in one map, and test scenarios similar to those in Figures A to C may be generated according to different test requirements. The generated effect is as follows Figure 5 shown.
[0092] Step S12, determining a correction strategy according to the difference values of each operation instruction, and correcting the sensitivity of the pedal according to the correction strategy.
[0093] It is understandable that the need for sensitivity correction is determined based on the difference between the actual operation and the game feedback. If the difference between the player's actual operation and the game feedback exceeds the preset range, it is determined that sensitivity correction is required; if the difference between the player's actual operation and the game feedback is within the normal range, it is considered that these differences are within an acceptable range and no correction is required.
[0094] There is a difference value between each pair of operation instructions, and the pedal sensitivity correction strategy is determined based on these difference values. For example, increase the brake sensitivity and reduce the accelerator sensitivity; or, increase the sensitivity of all operations; or, increase the resistance required to step on the accelerator, etc.
[0095] Take the above Table 1 as an example to illustrate that there will be experience differences between the actual vehicle driving and the interaction in the game between the operation instructions, and this difference can be characterized by the sense of time delay. For example, the time to step on the left pedal in the car is 0.5s, and the time for the brake feeling to be reflected in the game console is 0.7s, then the difference between the two is 0.2s; or, the time to step on the left pedal in the car is 500 clock oscillations, and the time for the game console to receive the brake command from the left pedal is 1000 clock oscillations, then the difference between the two is 500 clock oscillations.
[0096] After calculating the difference values between the instruction pairs, the correction strategy of the pedal sensitivity can be determined according to the difference values. In specific implementation, different correction strategies can be adopted.
[0097] Specifically, in one example, the step S11 further includes:
[0098] Step S110, multiplying the difference value of each operation instruction by the corresponding preset weight to obtain a weighted difference value of each operation instruction;
[0099] As shown in Table 2 below, a weight can be assigned to each instruction pair, and the difference between the instruction pairs multiplied by the weight can reflect the degree of influence of the difference on the sensitivity.
[0100] Table 2
[0101]
[0102]
[0103] Step S111, determine the sensitivity range of the weighted difference value of each operation instruction. If it is in a low sensitivity range, the sensitivity of the operation instruction is increased during correction; if it is in a high sensitivity range, the sensitivity of the operation instruction is reduced; if it is in a normal range, no correction is performed.
[0104] In another example, the step S11 further includes:
[0105] Step S112, multiplying the difference value of each operation instruction by the preset corresponding weight to obtain the weighted difference value of each operation instruction, and accumulating all the difference values to obtain the accumulated sensitivity difference;
[0106] In this example, the cumulative value of all instruction pair differences is calculated, so that the overall sensitivity estimation is used to determine whether to correct the sensitivity. For example, the cumulative value of the difference in Table 2 above is:
[0107] 0.2*0.1+0.5*0.3+0.1*0.5+0.3*0.8.
[0108] Step S113, determine the sensitivity range in which the accumulated sensitivity difference is located. If it is in the low sensitivity range, then during correction, the sensitivity of the operating instructions whose weighted difference values are at least partially lower than the predetermined range is increased; if it is in the high sensitivity range, the sensitivity of the operating instructions whose weighted difference values are at least partially lower than the predetermined range is decreased; if it is in the normal range, no correction is performed.
[0109] Specifically, if the cumulative sensitivity difference is too low, it means that the overall sensitivity may be too high, so you can choose to lower the sensitivity when correcting the sensitivity; if the cumulative sensitivity difference is too high, it means that the overall sensitivity may be too low, so you may need to increase the sensitivity; if the overall sensitivity value is within the preset range, it means that the sensitivity value is within an acceptable range and no sensitivity correction is required.
[0110] If the sensitivity correction strategy is triggered, the instruction pairs that need to be corrected can be screened out based on the overall sensitivity trend. For example, if the overall sensitivity is too high and needs to be lowered, the instruction pairs whose difference multiplied by the weight is lower than the preset range can be selected for correction, such as instruction pair 1; if the sensitivity of the real question is too low and needs to be increased, the instruction pairs whose difference multiplied by the weight is higher than the preset range can be selected for correction, such as instruction pair 4.
[0111] In addition, in a specific example of the present invention, the sensitivity of the pedal may also be corrected by manual correction.
[0112] In one example, the method provided by the present invention further comprises:
[0113] Calling Figure 6 The pedal sensitivity manual correction interface shown is for the user to view or manually correct the pedal sensitivity; wherein the user interface module is provided with a pedal sensitivity adjustment slider or knob to adjust the pedal sensitivity in response to the user's operation. The figure shows the sensitivity adjustment sliders for the brake and acceleration operation instructions. It can be understood that in a specific application, it can also include: sensitivity adjustment sliders corresponding to operation instructions such as run, maintain, ignition, etc.
[0114] like Figure 7 FIG. 1 is a schematic diagram showing a structure of an embodiment of a pedal optimization system for a vehicle-mounted metaverse game provided by the present invention; and FIG. Figure 8 and Fig. 9 As shown, in this embodiment, the pedal optimization system 1 of the vehicle-mounted metaverse game at least includes:
[0115] The instruction matching module 10 is used to generate a game operation instruction table for the pedal according to the operation instruction of the game console, and to generate a driving operation instruction table according to the operation mode of the pedal in the vehicle, and to compare and match the two;
[0116] The difference measurement module 11 is used to obtain the difference value between the actual operation of the player and the game feedback for each operation instruction of the pedal, and the difference value includes: time difference, control accuracy difference, feedback difference or operation force difference value;
[0117] The sensitivity correction module 12 is used to determine a correction strategy according to the difference values existing in each operation instruction, and to correct the sensitivity of the pedal according to the correction strategy.
[0118] Further including:
[0119] The test map generation module 13 is used to generate multiple test maps for each operation instruction in the game console, so that the user can perform test operations in the test maps to obtain the difference value of each operation instruction, and the operation instruction includes: braking, acceleration and throttle force feedback;
[0120] The manual correction module 14 is used to call the pedal sensitivity manual correction interface for the user to view or manually correct the pedal sensitivity; wherein the user interface module is provided with a pedal sensitivity adjustment slider or knob to adjust the pedal sensitivity in response to the user's operation.
[0121] like Figure 8 As shown, in one example, the instruction matching module 10 further includes:
[0122] The operation instruction acquisition unit 100 is used to generate a game operation instruction table for the pedal according to the operation instruction of the game console, and generate a driving operation instruction table according to the operation mode of the pedal in the vehicle;
[0123] The comparison and matching unit 101 is used to compare the above two instruction tables. If there is any inconsistency, a setting reminder is issued to the user, and in response to the user's operation, the number of pedals and / or the corresponding operation mode in the game console are adjusted to match the driving operation instruction.
[0124] like Fig. 9 As shown, in one example, the sensitivity correction module 12 further includes:
[0125] The first calculation unit 120 is used to multiply the difference value of each operation instruction by a preset corresponding weight to obtain a weighted difference value of each operation instruction;
[0126] The first correction processing unit 121 is used to determine the sensitivity interval of the weighted difference value of each operation instruction. If it is in a low sensitivity interval, the sensitivity of the operation instruction is increased during correction; if it is in a high sensitivity interval, the sensitivity of the operation instruction is reduced; if it is in a normal interval, no correction is performed.
[0127] In another example, the sensitivity correction module 12 further includes:
[0128] a second calculation unit, configured to multiply the difference value of each operation instruction by a preset corresponding weight to obtain a weighted difference value of each operation instruction, and to accumulate all the difference values to obtain a cumulative sensitivity difference;
[0129] The second correction processing unit is used to determine the sensitivity range in which the accumulated sensitivity difference is located. If it is in the low sensitivity range, then during correction, the sensitivity of the operating instructions whose weighted difference values are at least partially below the predetermined range is increased; if it is in the high sensitivity range, the sensitivity of the operating instructions whose weighted difference values are at least partially below the predetermined range is decreased; if it is in the normal range, no correction is performed.
[0130] For more details, please refer to and combine the above Figures 1 to 6 The description is not repeated here.
[0131] As another aspect of the present invention, there is also provided a computer-readable storage medium having a computer program stored thereon, wherein when the computer program is executed by a processor, the computer program implements the above Figures 1 to 6 For more details, please refer to and combine with the above Figures 1 to 6 The description is not repeated here.
[0132] Implementing the embodiments of the present invention has the following beneficial effects:
[0133] The present invention proposes a pedal optimization method, system and storage medium for an in-vehicle metaverse game. By generating a game operation instruction table and a driving operation instruction table, the two instruction tables are compared and matched; the difference between the player's actual operation and the game feedback is obtained; the correction strategy of the pedal sensitivity is comprehensively determined according to the difference value between the operation instruction pairs, and corresponding corrections are made. In this way, the sensitivity of the pedal can be adjusted flexibly and accurately, which can improve the interaction efficiency and experience of the in-vehicle metaverse game.
[0134] In the embodiment of the present invention, the gaming experience can be improved by correcting the pedal sensitivity; by introducing a test map and performing a difference test on the operating instructions, quantitative testing of the pedal sensitivity becomes possible and the reliability of the sensitivity correction is optimized.
[0135] It will be appreciated by those skilled in the art that embodiments of the present invention may be provided as methods, devices, or computer program products. Therefore, the present invention may take the form of a complete hardware embodiment, a complete software embodiment, or an embodiment combining software and hardware. Moreover, the present invention may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0136] The present invention is described with reference to flowcharts and / or block diagrams of methods, devices (systems), and computer program products according to embodiments of the present invention. It should be understood that each process and / or block in the flowchart and / or block diagram, as well as the combination of processes and / or blocks in the flowchart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable data processing device to produce a machine, so that the instructions executed by the processor of the computer or other programmable data processing device generate instructions for implementing the processes in the flowchart and / or block diagram. Figure 1 A process or multiple processes and / or boxes Figure 1 A device that provides the functions specified in a block or multiple blocks.
[0137] The above disclosure is only a preferred embodiment of the present invention, which certainly cannot be used to limit the scope of the present invention. Therefore, equivalent changes made according to the claims of the present invention are still within the scope of the present invention.
Claims
1. A pedal optimization method for a vehicle-mounted metaverse game, characterized in that: At least the following steps are included: Generate a game operation instruction table for the pedal according to the operation instruction of the game console, and generate a driving operation instruction table according to the operation mode of the pedal in the car, and compare and match the two; For each pedal operation instruction, obtain the difference value between the player's actual operation and the game feedback; A correction strategy is determined according to the difference values existing in each operation instruction, and the sensitivity of the pedal is corrected according to the correction strategy.
2. The method according to claim 1, characterized in that Generate a game operation instruction table of the pedal according to the operation instruction of the game console, and generate a driving operation instruction table according to the operation mode of the pedal in the vehicle, and compare and match the two, further comprising: Generate a game operation instruction table for the pedal according to the operation instruction of the game console, and generate a driving operation instruction table according to the operation mode of the pedal in the car; The two instruction tables are compared. If there is any inconsistency, a setting reminder is sent to the user, and in response to the user's operation, the number of pedals and / or the corresponding operation method in the game console are adjusted to match the driving operation instructions.
3. The method according to claim 2, characterized in that For each pedal operation instruction, obtain the difference value between the player's actual operation and the game feedback, including: A plurality of test maps for each operation instruction are generated in the game console, so that the user can perform test operations in the test maps to obtain the difference value of each operation instruction, and the operation instruction includes: braking, acceleration and throttle force feedback.
4. The method according to claim 3, characterized in that Determining a correction strategy according to the difference values of each operation instruction, and correcting the sensitivity of the pedal with the correction strategy, further includes: Multiplying the difference value of each operation instruction by the corresponding preset weight to obtain a weighted difference value of each operation instruction; Determine the sensitivity range of the weighted difference value of each operation instruction. If it is in a low sensitivity range, increase the sensitivity of the operation instruction during correction; if it is in a high sensitivity range, reduce the sensitivity of the operation instruction; if it is in a normal range, do not make correction.
5. The method according to claim 3, characterized in that: Determining a correction strategy according to the difference values of each operation instruction, and correcting the sensitivity of the pedal with the correction strategy, further includes: Multiplying the difference value of each operation instruction by the corresponding preset weight to obtain the weighted difference value of each operation instruction, and accumulating all the difference values to obtain the accumulated sensitivity difference; Determine the sensitivity range in which the accumulated sensitivity difference is located. If it is in the low sensitivity range, then during correction, the sensitivity of the operating instructions whose at least part of the weighted difference values are lower than the predetermined range is increased; if it is in the high sensitivity range, the sensitivity of the operating instructions whose at least part of the weighted difference values are lower than the predetermined range is reduced; if it is in the normal range, no correction is performed.
6. The method according to any one of claims 1 to 5, characterized in that: Further including: The pedal sensitivity manual correction interface is called to allow the user to view or manually correct the pedal sensitivity; wherein the user interface module is provided with a pedal sensitivity adjustment slider or knob to adjust the pedal sensitivity in response to the user's operation.
7. A pedal optimization system for an in-vehicle metaverse game, characterized in that: At least: The instruction matching module is used to generate a game operation instruction table for the pedal according to the operation instruction of the game console, and generate a driving operation instruction table according to the operation mode of the pedal in the car, and compare and match the two; The difference measurement module is used to obtain the difference value between the player's actual operation and the game feedback for each operation instruction of the pedal; The sensitivity correction module is used to determine a correction strategy according to the difference values existing in each operation instruction, and to correct the sensitivity of the pedal according to the correction strategy.
8. The system according to claim 7, characterized in that The instruction matching module further comprises: An operation instruction acquisition unit, used to generate a game operation instruction table for the pedal according to the operation instruction of the game console, and to generate a driving operation instruction table according to the operation mode of the pedal in the vehicle; The comparison and matching unit is used to compare the above two instruction tables. If there is any inconsistency, a setting reminder is issued to the user, and in response to the user's operation, the number of pedals and / or the corresponding operation mode in the game console are adjusted to match the driving operation instruction.
9. The system according to claim 8, characterized in that Further including: The test map generation module is used to generate multiple test maps for each operation instruction in the game console, so that the user can perform test operations in the test maps to obtain the difference value of each operation instruction, and the operation instructions include: braking, acceleration and throttle force feedback.
10. The system according to claim 9, characterized in that The sensitivity correction module further comprises: A calculation unit, used for multiplying the difference value of each operation instruction by a preset corresponding weight to obtain a weighted difference value of each operation instruction; The correction processing unit is used to determine the sensitivity range of the weighted difference value of each operation instruction. If it is in a low sensitivity range, the sensitivity of the operation instruction is increased during correction; if it is in a high sensitivity range, the sensitivity of the operation instruction is reduced; if it is in a normal range, no correction is performed.
11. The system according to claim 9, characterized in that The sensitivity correction module further comprises: A calculation unit, used for multiplying the difference value of each operation instruction by a preset corresponding weight to obtain a weighted difference value of each operation instruction, and accumulating all the difference values to obtain a cumulative sensitivity difference; The correction processing unit is used to determine the sensitivity range in which the accumulated sensitivity difference is located. If it is in the low sensitivity range, then during correction, the sensitivity of the operating instructions whose weighted difference values are at least partially below the predetermined range is increased; if it is in the high sensitivity range, the sensitivity of the operating instructions whose weighted difference values are at least partially below the predetermined range is decreased; if it is in the normal range, no correction is performed.
12. The system according to any one of claims 7 to 11, characterized in that Further including: The manual correction module is used to call the pedal sensitivity manual correction interface for the user to view or manually correct the pedal sensitivity; wherein the user interface module is provided with a pedal sensitivity adjustment slider or knob to adjust the pedal sensitivity in response to the user's operation.
13. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 6 are implemented.
Citation Information
Cited By
Control method for game carrier, electronic equipment and medium
CN121623323A