A method for testing cloud gaming latency

By using test tools to synchronize the intercept of the screen and obtain control information text in cloud game testing, and calculate the time delay difference value, the problems of inaccurate and low efficiency caused by manual operations in the existing technology are solved, and a fast and accurate cloud is achieved Game delay measurement improves testing efficiency.

CN114064493BActive Publication Date: 2024-12-24SHENZHEN RENDERBUS TECH
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Patent Information

Application Number
CN202111372085.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-11-18
Publication Date
2024-12-24
Estimated Expiration
2041-11-18

AI Technical Summary

Technical Problem

The existing cloud game rendering client testing methods rely on manual operations, and there are problems such as comparison errors, slow execution speed, and low testing efficiency.

Method used

By deploying cloud gaming programs and stopwatch software on servers and clients, using test tools to synchronize the intercept of the screen and obtain control information text, calculate the time delay difference value, reduce manual intervention, and improve accuracy and efficiency.

Benefits of technology

Fast and accurate cloud gaming delay measurement is achieved, reducing labor costs, reducing interference factors, and significantly improving testing efficiency.

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Abstract

The present invention discloses a method for testing cloud game latency. The present invention uses a testing tool to synchronously capture and save the screen displayed by the server and the screen displayed by the client terminal, and synchronously obtains the control information text of the server and the control information text of the client; the control information text contains the time point of each screenshot, and the captured screen displayed by the server and the screen displayed by the client terminal also contain the time point. By comparison, the actual latency can be obtained without manual comparison, reducing the labor intensity of employees; and the most accurate time latency information can be obtained to achieve the testing purpose, greatly improving the testing efficiency.
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Description

Technical Field

[0001] The present invention relates to the field of cloud gaming technology, and in particular to a method for testing cloud gaming latency. Background Art

[0002] The existing cloud game rendering client testing methods in the industry are mostly based on manual operations. During the test, the server logs are screened and compared to determine the rendering delay difference. The actual results are manually compared with the expected results. There may be comparison errors, log acquisition errors, slow execution speed, insufficient comparison data time, misread results and other human factors, resulting in low test efficiency.

[0003] Therefore, the prior art has defects and needs to be improved. Summary of the invention

[0004] The technical problem to be solved by the present invention is to provide a cloud gaming latency testing method that can quickly and accurately measure cloud gaming latency, save labor costs, reduce interference factors, and improve testing efficiency.

[0005] The technical solution of the present invention is as follows: a method for testing cloud game latency is provided, comprising the following steps.

[0006] S1: Deploy the cloud game program and stopwatch software on the server, deploy the cloud game client program on the client terminal, and connect the server and the client terminal through the network; deploy the test tool on the test host, and connect the test host to the server and the client terminal network.

[0007] S2: Run the cloud game program, stopwatch software, and cloud game client program. Both the server and client terminals display the cloud game screen and stopwatch screen. Start the test tool and set the test time.

[0008] S3: During the test period, the test tool synchronously captures and saves the screen displayed by the server and the screen displayed by the client terminal, and synchronously obtains the control information text of the server and the control information text of the client; the control information text includes the time point of each screenshot.

[0009] S4: The test tool compares the captured images displayed by the server and the images displayed by the client terminal, and compares the screenshot time points in the control information text of the server and the control information text of the client. The actual delay is calculated using any of the following three methods;

[0010] Method 1: The test tool finds the completely identical screen displayed by the server and the screen displayed by the client terminal, and then compares the screenshot time point of the screen displayed by the server with the screenshot time point of the screen displayed by the client terminal, and calculates the screenshot point difference value, which is the actual delay.

[0011] Method 2: The test tool finds the screen displayed by the server and the screen of the client terminal with the same screenshot time point, compares the time points of the stopwatch screen in the screen displayed by the server and the screen of the client terminal, and calculates the difference of the stopwatch screen, which is the actual delay.

[0012] Method 3: The test tool finds any screen displayed by the server or any screen displayed by the client terminal; compares the screenshot time point of the screen displayed by the server with the screenshot time point of the screen displayed by the client terminal, and calculates the screenshot point difference; compares the time points of the stopwatch screen in the screen displayed by the server and the screen of the client terminal, and calculates the stopwatch screen difference; the difference obtained by subtracting the screenshot point difference from the stopwatch screen difference is the actual delay.

[0013] S5: The test tool outputs the actual delay result.

[0014] The test tool is used to synchronously capture and save the screen displayed on the server and the screen displayed on the client terminal, and synchronously obtain the control information text of the server and the control information text of the client; the control information text contains the time point of each screenshot, and the captured screen displayed on the server and the screen displayed on the client terminal also contain the time point. By comparison, the actual delay can be obtained without manual comparison, reducing the labor intensity of employees; and the most accurate time delay information can be obtained to achieve the test purpose, greatly improving the test efficiency.

[0015] The stopwatch screen is directly displayed on the cloud game screen. With the cloud game factor, the actual delay of the cloud game can be obtained more accurately, achieving the test purpose and greatly improving the test efficiency.

[0016] Step S2 also includes: the test tool sets an expected delay, and step S5 also includes: comparing the expected delay with the actual delay to determine whether the actual delay is within the range of the expected delay, and the test tool outputs a comparison result.

[0017] The step S5 further includes: if the actual delay is not within the range of the expected delay, returning to step S3.

[0018] When the number of captured images displayed on the server and the number of captured images displayed on the client terminal are inconsistent, the screenshots that do not have the same images or the same screenshot time points are removed.

[0019] The step S2 also includes: the test tool sets the comparison quantity.

[0020] The stopwatch software is accurate to centiseconds.

[0021] After capturing the screen displayed on the server and the screen displayed on the client terminal, the test tool identifies the time point displayed on the stopwatch screen and saves it with the time point as the file name. Using the time point as the file name, you can directly compare the file name when comparing, which speeds up the test and improves the test efficiency.

[0022] The testing tool is Network Pinger or ManageEngine or snippingtoo.

[0023] By adopting the above scheme, the present invention provides a cloud game latency testing method, which can effectively solve the problems of inaccurate latency testing, uncontrollable comparison of rendering latency difference data, and manual comparison of actual results with expected results, which may result in comparison errors. In theory, by comparing the screen and control information text, the most accurate delay information can be obtained to achieve the testing purpose and greatly improve the testing efficiency. BRIEF DESCRIPTION OF THE DRAWINGS

[0024] Figure 1 It is a schematic diagram of the process of the present invention. DETAILED DESCRIPTION

[0025] The present invention is described in detail below in conjunction with the accompanying drawings and specific embodiments.

[0026] See also Figure 1 The present invention provides a method for testing cloud game latency, comprising the following steps.

[0027] S1: Deploy the cloud game program and stopwatch software on the server, deploy the cloud game client program on the client terminal, and connect the server and the client terminal through the network; deploy the test tool on the test host, and connect the test host to the server and the client terminal network.

[0028] S2: Run the cloud game program, stopwatch software, and cloud game client program. Both the server and client terminals display the cloud game screen and stopwatch screen. Start the test tool and set the test time.

[0029] S3: During the test period, the test tool synchronously captures and saves the screen displayed by the server and the screen displayed by the client terminal, and synchronously obtains the control information text of the server and the control information text of the client; the control information text includes the time point of each screenshot.

[0030] S4: The test tool compares the captured images displayed on the server and the images displayed on the client terminal, and compares the screenshot time points in the control information text of the server and the control information text of the client. The actual delay is calculated using any of the following three methods;

[0031] Method 1: The test tool finds the completely identical screen displayed by the server and the screen displayed by the client terminal, and then compares the screenshot time point of the screen displayed by the server with the screenshot time point of the screen displayed by the client terminal, and calculates the screenshot point difference value, which is the actual delay.

[0032] Method 2: The test tool finds the screen displayed by the server and the screen of the client terminal with the same screenshot time point, compares the time points of the stopwatch screen in the screen displayed by the server and the screen of the client terminal, and calculates the difference of the stopwatch screen, which is the actual delay.

[0033] Method 3: The test tool finds any screen displayed by the server or any screen displayed by the client terminal; compares the screenshot time point of the screen displayed by the server with the screenshot time point of the screen displayed by the client terminal, and calculates the screenshot point difference; compares the time points of the stopwatch screen in the screen displayed by the server and the screen of the client terminal, and calculates the stopwatch screen difference; the difference obtained by subtracting the screenshot point difference from the stopwatch screen difference is the actual delay.

[0034] S5: The test tool outputs the actual delay result.

[0035] The test tool is used to synchronously capture and save the screen displayed on the server and the screen displayed on the client terminal, and synchronously obtain the control information text of the server and the control information text of the client; the control information text contains the time point of each screenshot, and the captured screen displayed on the server and the screen displayed on the client terminal also contain the time point. By comparison, the actual delay can be obtained without manual comparison, reducing the labor intensity of employees; and the most accurate time delay information can be obtained to achieve the test purpose, greatly improving the test efficiency.

[0036] The stopwatch screen is directly displayed on the cloud game screen. With the cloud game factor, the actual delay of the cloud game can be obtained more accurately, achieving the test purpose and greatly improving the test efficiency.

[0037] Step S2 also includes: the test tool sets an expected delay, and step S5 also includes: comparing the expected delay with the actual delay to determine whether the actual delay is within the range of the expected delay, and the test tool outputs a comparison result.

[0038] The step S5 further includes: if the actual delay is not within the range of the expected delay, returning to step S3.

[0039] When the number of captured images displayed on the server and the number of captured images displayed on the client terminal are inconsistent, the screenshots that do not have the same images or the same screenshot time points are removed.

[0040] The step S2 also includes: the test tool sets the comparison quantity.

[0041] The stopwatch software is accurate to centiseconds.

[0042] After the test tool captures the screen displayed on the server and the screen displayed on the client terminal, it identifies the time point displayed on the stopwatch screen and saves it with the time point as the file name. Using the time point as the file name, you can directly compare the file name when comparing, which speeds up the test and improves the test efficiency.

[0043] The testing tool is Network Pinger or ManageEngine or snippingtoo.

[0044] In summary, the present invention provides a cloud gaming latency testing method that can effectively solve the problems of inaccurate latency testing, uncontrollable latency difference data comparison in rendering, and manual comparison of actual results with expected results, which may result in comparison errors. In theory, by comparing the screen and control information text, the most accurate delay information can be obtained to achieve the testing purpose and greatly improve the testing efficiency.

[0045] The above are only preferred embodiments of the present invention and are not intended to limit the present invention. Any modifications, equivalent substitutions and improvements made within the spirit and principles of the present invention should be included in the protection scope of the present invention.

Claims

1. A method for testing cloud gaming latency, characterized in that: The following steps are involved: S1: deploy the cloud game program and stopwatch software on the server, deploy the cloud game client program on the client terminal, and connect the server and the client terminal through the network; deploy the test tool on the test host, and connect the test host to the server and the client terminal through the network; S2: Run the cloud game program, stopwatch software, and cloud game client program, and both the server and client terminals display the cloud game screen and stopwatch screen; start the test tool and set the test time; S3: During the test period, the test tool synchronously captures and saves the screen displayed by the server and the screen displayed by the client terminal, and synchronously obtains the control information text of the server and the control information text of the client; the control information text includes the time point of each screenshot; S4: The test tool compares the captured screen displayed by the server and the screen displayed by the client terminal, and compares the screenshot time point in the control information text of the server and the screenshot time point in the control information text of the client; calculates the actual delay, and the specific calculation method adopts any one of the following two methods; (1): The test tool finds the screen displayed by the server and the screen of the client terminal with the same screenshot time point, compares the time point of the stopwatch screen in the screen displayed by the server and the screen of the client terminal, and calculates the difference of the stopwatch screen, which is the actual delay; (2): The test tool finds any screen displayed by the server or any screen displayed by the client terminal; compares the screenshot time of the screen displayed by the server with the screenshot time of the screen displayed by the client terminal, and calculates the screenshot point difference; compares the time points of the stopwatch screen in the screen displayed by the server and the screen displayed by the client terminal, and calculates the stopwatch screen difference; subtracts the screenshot point difference from the stopwatch screen difference, and the difference obtained is the actual delay; S5: The test tool outputs the actual delay result.

2. A cloud gaming latency testing method according to claim 1, characterized in that: Step S2 also includes: the test tool sets an expected delay, and step S5 also includes: comparing the expected delay with the actual delay to determine whether the actual delay is within the range of the expected delay, and the test tool outputs a comparison result.

3. A cloud gaming latency testing method according to claim 2, characterized in that: The step S5 further includes: if the actual delay is not within the range of the expected delay, returning to step S3.

4. A method for testing cloud gaming latency according to claim 1, characterized in that: When the number of captured images displayed on the server and the number of captured images displayed on the client terminal are inconsistent, the screenshots that do not have the same images or the same screenshot time points are removed.

5. A cloud gaming latency testing method according to claim 1, characterized in that: The step S2 also includes: the test tool sets the comparison quantity.

6. A method for testing cloud gaming latency according to claim 1, characterized in that: The stopwatch software is accurate to centiseconds.

7. A method for testing cloud gaming latency according to claim 1, characterized in that: After capturing the screen displayed on the server and the screen displayed on the client terminal, the test tool identifies the time point displayed on the stopwatch screen and saves it with the time point as the file name.

8. A method for testing cloud gaming latency according to claim 1, characterized in that: The testing tool is Network Pinger or ManageEngine or snippingtoo.