Data processing method of game picture rendering system

The cloud server optimizes game screen rendering according to user-end device parameters, divides and optimizes the transmission of game video frame data, solves the problems of broadband occupancy and long loading time in cloud games, and optimizes user-end storage space.

CN120586384APending Publication Date: 2025-09-05FEIFAN INTERACTIVE ENTERTAINMENT (SHENZHEN) NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202510601456.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-12
Publication Date
2025-09-05

AI Technical Summary

Technical Problem

In existing cloud games, the game video frame data is too large, resulting in excessive broadband transmission data space occupation and long game loading time.

Method used

The rendering parameters of the user's terminal device are obtained through the cloud server, the streaming bit rate data is calculated, and the game screen video frame data is divided into screen node depths. The front data is transmitted first and the back data is transmitted gradually. At the same time, the transmission speed is optimized according to the user's click speed, and the rendering parameters of the user exiting the game are deleted.

Benefits of technology

It effectively reduces the bandwidth usage during the download of excessive game video frame data, shortens game loading time, and optimizes storage space usage on the user side.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure CN120586384A_ABST
Patent Text Reader

Abstract

The invention discloses a data processing method of a game picture rendering system. The data processing method comprises the steps that a cloud server obtains rendering parameters of a cloud game picture of a user side; according to different rendering parameters of the cloud game picture selected by the user side, quickly calculating streaming code rate data of the cloud game picture; converting a game picture corresponding to a result into a game picture of a corresponding rendering parameter according to the streaming code rate data of the cloud game picture; carrying out picture node depth division on the converted game picture video frame data, obtaining game picture video frame data before a preset picture node depth of the cloud server, and preferentially transmitting the game picture video frame data to a user side for display; and gradually transmitting the game picture video frame data after the picture node depth preset by the cloud server according to the improvement of the game picture node depth clicked by the user side. According to the method and the device, the problems that the broadband transmission data space is occupied and the game loading duration is too long in the issuing process of the existing cloud game due to too large game video frame data are solved.
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Description

Technical Field

[0001] The present invention belongs to the technical field of cloud data processing, and specifically relates to a data processing method for a game screen rendering system. Background Art

[0002] With the development of cloud computing technology, cloud gaming has gradually become an important part of the development of the gaming industry. By reducing terminal configuration and transplanting the terminal to the cloud system architecture model, the terminal devices originally used to run high-configuration games will be transferred to the cloud server. The game terminal devices only need to receive and display the game screen. That is to say, when users play cloud games, the game runs on the server, and the server sends the game video screen to the client, which displays it after receiving the video frame data.

[0003] The process of displaying video frame data after the existing client receives it will affect the game loading time due to the size of the game video frame data. At the same time, the client receiving the video frame data occupies the broadband transmission data space, affecting the upload and download speeds of other software programs on the client. Summary of the Invention

[0004] To address the problem that existing cloud games occupy broadband transmission data space and take too long to load games due to the large amount of game video frame data being sent down, the present invention provides a data processing method for a game screen rendering system.

[0005] In order to achieve the above technical objectives, the technical solutions adopted by the present invention are as follows:

[0006] A data processing method for a game screen rendering system comprises the following steps:

[0007] S1. The cloud server obtains the rendering parameters of the user's cloud game screen;

[0008] S2. Quickly calculate the streaming bitrate data of the cloud game screen based on the different rendering parameters of the cloud game screen selected by the user end;

[0009] S3, converting the corresponding game screen into a game screen with corresponding rendering parameters according to the calculation result of the streaming bit rate data of the cloud game screen;

[0010] S4. Divide the converted game screen video frame data into screen node depths, obtain game screen video frame data before the screen node depth preset by the cloud server, and preferentially transmit it to the user end for display;

[0011] S5. The game screen video frame data after the screen node depth preset by the cloud server is gradually transmitted according to the depth of the game screen node clicked by the user end.

[0012] Furthermore, the rendering parameters of the cloud game screen include the resolution, image quality and frame rate of the user-end device.

[0013] Furthermore, the stream bitrate data includes bitrate and QP quantization precision.

[0014] Furthermore, in step S1, the cloud server obtains the rendering parameters of the user-side cloud game screen in detail:

[0015] The cloud server obtains the user's device model and device ID when a new user logs in from the user;

[0016] Then, the upper limit of the rendering parameters of the device running the cloud game screen can be queried through the user-side device model and device ID; the cloud server can also send a request command to obtain the user-side device, and after the user confirms, it obtains authorization to read the user-side device model, device ID and related configurations.

[0017] The cloud server feeds back the corresponding resolution, image quality and frame rate below the upper limit of the rendering parameters of the cloud game screen to the user for selection.

[0018] Furthermore, the game screen video frame data is stored in the form of a multi-branch tree; branch nodes of different depths store game screen video frame data of corresponding depths, and the total parent node is the video frame data of the game screen main page and the game loading page.

[0019] Furthermore, the detailed steps of step S5 include:

[0020] S501. Calculate the average speed of the current user terminal downloading the cloud game screen based on the time required to transmit the game screen video frame data before the screen node depth preset by the cloud server to the user terminal and the game screen video frame data flow data value before the screen node depth preset by the cloud server;

[0021] S502: Obtain the depth of the game screen node where the current user's game page is located and the deepest node depth of the cloud game screen node downloaded by the current user, and calculate the time required for the user to click to the deepest node depth at a click speed;

[0022] S503: When the downloaded game screen video frame data reaches the time required for the user to click to the deepest node depth within 10 seconds, the game screen video frame data after the screen node depth preset by the cloud server is downloaded in advance;

[0023] S504: The traffic value for each transmission of the game screen video frame data is the average speed of the current user terminal downloading the cloud game screen multiplied by 10 seconds. This facilitates the gradual download of the game screen video frame data from the cloud server and reduces the amount of game screen video frame data in the user terminal's video memory and operating system storage, while not affecting the user's smooth use of the game screen video frame data loading effect.

[0024] Furthermore, step S6 is included to determine whether the user terminal has triggered a game exit instruction. If so, the rendering parameters of the user terminal's cloud game screen are uploaded; at the same time, the rendering parameters of the user terminal's local cloud game screen are deleted; and the next time the user terminal loads the same cloud game, the corresponding game screen video frame data is processed using the same cloud game screen rendering parameters and sent to the user terminal. This ensures that the cloud game does not leave traces on the user terminal, and the next time the user terminal starts the same type of game, it can load quickly.

[0025] Compared with the prior art, the present invention has the following beneficial effects:

[0026] By selecting different rendering parameters when different users use the game, the speed of loading the game on the user side is not affected, while the impact of excessively large game video frame data being sent, which occupies broadband transmission data space and causes the game loading time to be too long, is minimized.

[0027] At the same time, when the user exits the game through the command, the rendering parameters of the local cloud game screen on the user side are deleted to avoid occupying the storage memory capacity of the user side. BRIEF DESCRIPTION OF THE DRAWINGS

[0028] Figure 1 This is an overall flow chart of a data processing method for a game screen rendering system according to an embodiment of the present invention;

[0029] Figure 2 Detailed flowchart of step S5 in an embodiment of the present invention. DETAILED DESCRIPTION

[0030] In order to facilitate understanding by those skilled in the art, the present invention will be further described below with reference to embodiments and drawings. The contents mentioned in the embodiments are not intended to limit the present invention.

[0031] like Figure 1 As shown, this embodiment provides a data processing method for a game screen rendering system, comprising the steps of:

[0032] S1. The cloud server obtains the rendering parameters of the user's cloud game screen;

[0033] S2. Quickly calculate the streaming bitrate data of the cloud game screen based on the different rendering parameters of the cloud game screen selected by the user end;

[0034] S3, converting the corresponding game screen into a game screen with corresponding rendering parameters according to the calculation result of the streaming bit rate data of the cloud game screen;

[0035] S4. Divide the converted game screen video frame data into screen node depths, obtain game screen video frame data before the screen node depth preset by the cloud server, and preferentially transmit it to the user end for display;

[0036] S5. The game screen video frame data after the screen node depth preset by the cloud server is gradually transmitted according to the depth of the game screen node clicked by the user end.

[0037] The rendering parameters of cloud gaming images include the resolution, image quality, and frame rate of the user-end device.

[0038] Streaming bitrate data includes bitrate and QP quantization precision.

[0039] Detailed steps for the cloud server to obtain the rendering parameters of the user-side cloud game screen in step S1:

[0040] The cloud server obtains the user's device model and device ID when a new user logs in from the user;

[0041] Then, the upper limit of the rendering parameters of the device running the cloud game screen can be queried through the user-side device model and device ID; the cloud server can also send a request command to obtain the user-side device, and after the user confirms, it obtains authorization to read the user-side device model, device ID and related configurations.

[0042] The cloud server feeds back the corresponding resolution, image quality and frame rate below the upper limit of the rendering parameters of the cloud game screen to the user for selection.

[0043] The game screen video frame data is stored in the form of a multi-branch tree; branch nodes of different depths store game screen video frame data of corresponding depths, and the total parent node is the video frame data of the game screen main page and the game loading page.

[0044] like Figure 2 As shown, the detailed steps of step S5 include:

[0045] S501. Calculate the average speed value of the current user terminal downloading the cloud game screen based on the time required to transmit the game screen video frame data before the screen node depth preset by the cloud server and the game screen video frame data flow data value before the screen node depth preset by the cloud server; the average speed value of downloading the cloud game screen is obtained by dividing the game screen video frame data flow data value downloaded in the time period by the time spent in the time period.

[0046] S502: Obtain the depth of the game screen node where the current user's game page is located and the deepest node depth of the cloud game screen node downloaded by the current user, and calculate the time required for the user to click to the deepest node depth at a click speed;

[0047] S503: When the downloaded game screen video frame data reaches the time required for the user to click to the deepest node depth within 10 seconds, the game screen video frame data after the screen node depth preset by the cloud server is downloaded in advance;

[0048] S504: The traffic value for each transmission of the game screen video frame data is the average speed of the current user terminal downloading the cloud game screen multiplied by 10 seconds. This facilitates the gradual download of the game screen video frame data from the cloud server and reduces the amount of game screen video frame data in the user terminal's video memory and operating system storage, while not affecting the user's smooth use of the game screen video frame data loading effect.

[0049] The system also includes step S6, which determines whether the user has triggered a game exit command. If so, the rendering parameters of the user's cloud game screen are uploaded; the rendering parameters of the local cloud game screen are deleted; and the next time the user loads the same cloud game, the corresponding game screen video frame data is processed using the same cloud game screen rendering parameters and sent to the user. This ensures that the cloud game does not leave traces on the user, and that the next time the user launches the same type of game, it can load quickly.

[0050] Compared with the prior art, the present invention has the following beneficial effects:

[0051] By selecting different rendering parameters when different users use the game, the speed of loading the game on the user side is not affected, while the impact of excessively large game video frame data being sent, which occupies broadband transmission data space and causes the game loading time to be too long, is minimized.

[0052] At the same time, when the user exits the game through the command, the rendering parameters of the local cloud game screen on the user side are deleted to avoid occupying the storage memory capacity of the user side.

[0053] The above describes in detail the data processing method for a game screen rendering system provided by this application. The description of the specific embodiments is only intended to help understand the method and core concept of this application. It should be noted that those skilled in the art can make various improvements and modifications to this application without departing from the principles of this application, and such improvements and modifications also fall within the scope of protection of the claims of this application.

Claims

1. A data processing method for a game screen rendering system, characterized in that: Including steps: S1. The cloud server obtains the rendering parameters of the user's cloud game screen; S2. Quickly calculate the streaming bitrate data of the cloud game screen based on the different rendering parameters of the cloud game screen selected by the user end; S3, converting the corresponding game screen into a game screen with corresponding rendering parameters according to the calculation result of the streaming bit rate data of the cloud game screen; S4, dividing the converted game screen video frame data into screen node depths, obtaining game screen video frame data before the screen node depth preset by the cloud server, and preferentially transmitting the data to the user end for display; S5. The game screen video frame data after the screen node depth preset by the cloud server is gradually transmitted according to the depth of the game screen node clicked by the user end.

2. The data processing method of a game screen rendering system according to claim 1, characterized in that: The rendering parameters of cloud gaming images include the resolution, image quality, and frame rate of the user-end device.

3. The data processing method of a game screen rendering system according to claim 2, characterized in that: Streaming bitrate data includes bitrate and QP quantization precision.

4. The data processing method of a game screen rendering system according to claim 3, characterized in that: Detailed steps for the cloud server to obtain the rendering parameters of the user-side cloud game screen in step S1: The cloud server obtains the user's device model and device ID when a new user logs in from the user; Then, query the upper limit of the rendering parameters of the device running the cloud game screen through the user terminal device model and device ID; The cloud server feeds back the corresponding resolution, image quality and frame rate below the upper limit of the rendering parameters of the cloud game screen to the user for selection.

5. The data processing method of a game screen rendering system according to claim 4, characterized in that: The game screen video frame data is stored in the form of a multi-branch tree; branch nodes of different depths store game screen video frame data of corresponding depths, and the total parent node is the video frame data of the game screen main page and the game loading page.

6. The data processing method of a game screen rendering system according to claim 5, characterized in that: The detailed steps of step S5 include: S501. Calculate the average speed of the current user terminal downloading the cloud game screen based on the time required to transmit the game screen video frame data before the screen node depth preset by the cloud server to the user terminal and the game screen video frame data flow data value before the screen node depth preset by the cloud server; S502: Obtain the depth of the game screen node where the current user's game page is located and the deepest node depth of the cloud game screen node downloaded by the current user, and calculate the time required for the user to click to the deepest node depth at a click speed; S503: When the downloaded game screen video frame data reaches the time required for the user to click to the deepest node depth within 10 seconds, the game screen video frame data after the screen node depth preset by the cloud server is downloaded in advance; S504. The data flow value of each transmission of the game screen video frame data is the average speed value of the current user terminal downloading the cloud game screen multiplied by 10 seconds.

7. The data processing method of a game screen rendering system according to claim 6, characterized in that: It also includes step S6, which determines whether the user terminal triggers the game exit instruction. If so, the rendering parameters of the user terminal cloud game screen are uploaded; at the same time, the rendering parameters of the user terminal local cloud game screen are deleted; when the user terminal loads the same cloud game next time, the same cloud game screen rendering parameters are used for processing and then the corresponding game screen video frame data is sent to the user terminal.