Mobile game performance optimization method and system
By dynamically adjusting the resolution and frame rate of mobile games, combining user behavior and picture needs, the problem of inconsistent performance of mobile games in different hardware environments is solved, and the power consumption and game smoothness is achieved without affecting the user experience sex.
Patent Information
- Application Number
- CN202411265839.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-10
- Publication Date
- 2025-01-03
AI Technical Summary
In the prior art, mobile games perform inconsistently in different hardware environments and application scenarios, and it is difficult to meet the game picture quality and running smoothness at the same time, especially how to balance user experience and power consumption under hardware performance limitations.
By dynamically adjusting the displayed resolution and frame rate according to the behavior of mobile game users, distinguishing between high dynamic and partially static images, using vertical synchronization signals or setting time intervals to achieve frame rate adjustment, and splitting the game screen into 2 cameras for Rendering is set independently to ensure optimized power consumption in different scenarios.
It realizes that without affecting the user experience, reduces the overall power consumption of the game, improves the smoothness and picture quality of mobile games, adapts to different hardware environments, and provides users with a better gaming experience.
Smart Images

Figure CN119236392A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of network communication technology, and in particular to a method and system for optimizing mobile phone game performance. Background Art
[0002] With the rapid popularization of smart phones and the rapid development of the Internet, mobile Internet-related businesses have gradually become the focus of attention of domestic manufacturers. From the perspective of the entire industry, China's mobile game industry is in a period of rapid development. In recent years, with the joint promotion of telecom operators and mobile game developers, China's mobile game industry has achieved rapid development. With the development of interactive entertainment technology, various types of interactive game applications have been greatly developed. There are many types of games and game control methods, and the form of games has also transitioned from computers or game consoles to mobile games.
[0003] With the booming development of the mobile game market, users' demands for game graphics and performance are constantly increasing. Excellent mobile games must ensure both the ultimate game quality and long-lasting smooth operation, but due to the limitations of mobile phone hardware, these two points are difficult to meet at the same time. As mobile phone screen resolutions become larger and higher, frame rates become higher and higher, and the performance of mobile phone chips has also been greatly improved, but the battery capacity of mobile phones has limited improvement due to physical limitations. In order to maintain a suitable hand-feel temperature, the operating power consumption will be strictly controlled, and the frequency will be reduced if the temperature is too high. Therefore, in addition to ensuring a stable frame rate during normal time, the greater challenge of mobile games is to strictly limit power consumption (heat generation) so that the phone always runs under a lower load.
[0004] Therefore, there is an urgent need for a solution that can dynamically balance the gaming experience and mobile phone performance to solve the problem of inconsistent performance of mobile games under different hardware environments that is common in the prior art. Summary of the invention
[0005] The present invention provides a mobile game performance optimization method and system, which solves the problem of inconsistent performance of mobile games in different hardware environments and application scenarios in the prior art, while meeting the balance between user experience and game performance optimization.
[0006] According to one aspect of the present invention, a method for optimizing mobile game performance is provided, comprising:
[0007] Determine the game scenario used by the mobile game user according to the mobile game user behavior; the mobile game user behavior includes user input and rendering camera movement;
[0008] Determine the game screen requirements according to the game scene; the game screen requirements include high dynamic screen and relatively static screen;
[0009] According to the game screen requirements, the resolution and frame rate of the mobile phone display are dynamically adjusted.
[0010] When it is determined that the mobile phone game user has no input operation within a set time, the mobile phone is set to standby mode and the resolution of the mobile phone display is adjusted to a low frame rate and a low resolution.
[0011] When it is determined that the rendering camera of the mobile game is moving, the resolution of the mobile phone display is adjusted to a high frame rate and a medium resolution.
[0012] When it is determined that the rendering camera of the mobile phone game has no movement behavior, the resolution of the mobile phone display is adjusted to a medium frame rate and a high resolution.
[0013] The frame rate is set to high frame rate, medium frame rate and low frame rate according to the highest frame rate that the mobile phone can support; among which, the high frame rate is set to 40 frames to the highest frame rate supported by the mobile phone; the medium frame rate is 30 frames; and the low frame rate is below 30 frames.
[0014] The frame rate is set according to a vertical synchronization signal or a set time interval.
[0015] The resolution is set to high resolution, medium resolution and low resolution according to the highest resolution that the mobile phone can support; among which, the high resolution is set to 864P ~ the highest resolution supported by the mobile phone; the medium resolution is 576P ~ 864P; and the low resolution is less than 576P.
[0016] The resolution is adjusted as follows:
[0017] The game screen displayed on the mobile phone screen is split into two cameras for rendering, and independent resolutions are set for each camera: in the UI scene, the native resolution of the mobile phone is used to ensure the best picture effect; in game scenes other than the UI, the resolution is dynamically set according to the movement of the rendering camera.
[0018] According to another aspect of the present invention, a mobile phone game performance optimization system is provided, comprising:
[0019] A user behavior confirmation unit, used to determine the game scene used by the mobile game user according to the mobile game user behavior; the mobile game user behavior includes user input and rendering camera movement;
[0020] A game screen confirmation unit, used to determine the game screen requirements according to the game scene; the game screen requirements include high dynamic screen and relatively static screen;
[0021] The dynamic adjustment unit is used to dynamically adjust the resolution and frame rate of the mobile phone display according to the game screen requirements.
[0022] When the user behavior confirmation unit determines that the mobile game user has no input operation within a set time, the dynamic adjustment unit sets the mobile phone to standby mode and adjusts the resolution of the mobile phone display to a low frame rate and a low resolution;
[0023] When the user behavior confirmation unit determines that the rendering camera of the mobile game has moved, the dynamic adjustment unit adjusts the resolution of the mobile phone display to a high frame rate and a medium resolution;
[0024] When the user behavior confirmation unit determines that the rendering camera of the mobile game has no movement behavior, the dynamic adjustment unit adjusts the resolution of the mobile phone display to a medium frame rate and a high resolution;
[0025] In the dynamic adjustment unit, the frame rate is set to high frame rate, medium frame rate and low frame rate according to the highest frame rate supported by the mobile phone; wherein the high frame rate is set to 40 frames to the highest frame rate supported by the mobile phone; the medium frame rate is 30 frames; and the low frame rate is less than 30 frames;
[0026] The frame rate is set according to a vertical synchronization signal or a set time interval;
[0027] The resolution is set to high resolution, medium resolution and low resolution according to the highest resolution supported by the mobile phone; the high resolution is set to 864P ~ the highest resolution supported by the mobile phone; the medium resolution is 576P ~ 864P; the low resolution is less than 576P;
[0028] The resolution is adjusted as follows:
[0029] The game screen displayed on the mobile phone screen is split into two cameras for rendering, and independent resolutions are set for each camera: in the UI scene, the native resolution of the mobile phone is used to ensure the best picture effect; in game scenes other than the UI, the resolution is dynamically set according to the movement of the rendering camera.
[0030] The beneficial effects of adopting the above scheme are:
[0031] According to the mobile game user behavior, the game scenario used by the mobile game user is determined; the mobile game user behavior includes user input and rendering camera movement; according to the game scenario, the game screen requirements are determined; the game screen requirements include high dynamic images and relatively static images; according to the game screen requirements, the resolution and frame rate of the mobile phone display are dynamically adjusted. In the scheme of the present invention, according to the actual scenario requirements of the mobile game and the user's sensitivity to smoothness and image quality in different scenarios, the frame rate is automatically reduced in application scenarios that are not sensitive to smoothness, and the resolution is automatically reduced in application scenarios that are not sensitive to image quality, so as to ensure that the overall power consumption of the game is reduced without affecting the user experience. This intelligent optimization method enables mobile games to better adapt to different hardware environments and bring users a smoother and better gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0032] Figure 1 A flowchart of the principle of a method for optimizing mobile game performance provided by an embodiment of the present invention.
[0033] Figure 2 A flowchart of the principle of a method for optimizing mobile game performance in a specific implementation provided in an embodiment of the present invention.
[0034] Figure 3 A schematic diagram of the structure of a mobile phone game performance optimization system provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0035] The principles and features of the present invention are described below in conjunction with the accompanying drawings. The examples given are only used to explain the present invention and are not used to limit the scope of the present invention. It should be noted that the embodiments of the present application and the features in the embodiments can be combined with each other without conflict.
[0036] The factors that affect the power consumption of mobile phones during operation mainly include:
[0037] (1) Basic operating system overhead + screen display / network / Bluetooth / wifi and other hardware overhead: This part is basically fixed for a certain model and is little affected by the currently running app.
[0038] (2) The CPU+GPU computing overhead required by the currently used game app.
[0039] Item (1) is a fixed overhead, and generally does not account for a large proportion, so we need to focus on item (2), which is the consumption of the game app. In addition to the consumption caused by the corresponding specific functional logic operations, the most influential parts are frame rate and resolution. Due to the particularity of game applications that refresh the entire screen for each frame, a 2x increase in the frame rate will cause the entire app consumption to increase by 2 times, and a 2x increase in the screen resolution area will cause the GPU consumption to increase by 2 times. Reducing the frame rate and resolution will significantly reduce the performance consumption of the game app, but lower frame rates and resolutions will lead to a decline in user experience.
[0040] The solution of the present invention achieves real-time optimization of game performance by introducing a dynamic frame rate and resolution control mechanism into mobile games. Specifically, the system will automatically reduce the frame rate in application scenarios that are not sensitive to fluency, and automatically reduce the resolution in application scenarios that are not sensitive to image quality, based on the actual scenario requirements of the mobile game and the user's sensitivity to fluency and image quality in different scenarios, to ensure that the overall power consumption of the game is reduced without affecting the user experience. This intelligent optimization method enables mobile games to better adapt to different hardware environments and bring users a smoother and better gaming experience.
[0041] The present invention is further described below in conjunction with the accompanying drawings.
[0042] like Figure 1 As shown, it is a flow chart of the principle of the mobile game performance optimization method provided by Embodiment 1 of the present invention, which is as follows:
[0043] Step 11, determining the game usage scenarios of mobile game users based on mobile game user behaviors.
[0044] In mobile games, idle gameplay often appears, where the user does not need to operate, but just waits for an activity to be completed or an event / time to end; just like the screen saver process in a computer, if there is no operation for a long time (usually more than 60 seconds), it will automatically enter standby mode.
[0045] In standby mode, the frame rate and resolution are set low, which greatly reduces power consumption while ensuring normal game functions. At the same time, if any input is received (such as clicking the screen), it switches to normal mode, immediately increasing the frame rate and resolution to improve the gaming experience.
[0046] In this embodiment, when it is determined that the mobile game user has not input for a long time, it can be confirmed that the user is in standby mode. The set time length can be adjusted according to actual needs, for example, it can be set to 60 seconds or more. If the user does not input within 60 seconds, the user is likely to be in standby mode. At this time, the power consumption of the mobile phone can be appropriately reduced without affecting the user's gaming experience.
[0047] Mobile game user behavior mainly includes user input and rendering camera movement. In addition to user input, the action of the camera (camera) that comes with the mobile phone can also be regarded as part of the user input. In mobile games, the camera is the core rendering component, and the content displayed on the screen is the projection of the game object seen from the position of the camera. In this embodiment, whether the camera moves is used to distinguish such changes.
[0048] Step 12: Determine the game screen requirements based on the game scenario.
[0049] In this embodiment, the game screen requirements include high dynamic screen and relatively static screen.
[0050] When a mobile game is running, since human eyes are more sensitive to changes, just like in a movie, the frame rate requirements for static images with little change in each frame and action scenes with drastic changes in the picture are obviously different. In different situations, the game screen can be divided into high-dynamic screen and relatively static screen.
[0051] Under high dynamic range, the full-screen picture of mobile games will show large changes, similar to the motion shots in movies. Due to the frequent changes in the picture, a higher frame rate is required to ensure the smoothness of the moving picture. Otherwise, users will obviously feel the picture stuck.
[0052] At the same time, when the picture changes over a large range, the human eye's sensitivity to picture quality will also decrease, just like there is a term called "motion blur" in movies. At this time, the human eye cannot capture fine picture details, and even if the picture quality is appropriately reduced, it is difficult for the human eye to perceive it.
[0053] In the relatively static scenes in mobile games, only a small area on the screen changes, and most areas are the same as the previous frame. A frame rate that is not too high will not cause any lag. At this time, setting a moderate frame rate will take into account both experience and performance consumption.
[0054] In this embodiment, the camera movement is determined as a high dynamic picture: because the camera movement will inevitably bring about a full-screen large-scale picture refresh. At this time, "medium frame rate + high resolution" is used to render the game screen.
[0055] The following typical scenes in the game belong to this category:
[0056] Drag the screen to view the surrounding area of the map in strategy games;
[0057] In role-playing / first-person shooter and other games, the protagonist moves and the camera follows the protagonist.
[0058] When the camera is still, it is judged as a static picture: because the camera is not moving at this time, only a small number of dynamic objects seen by the camera will update the picture, most of the picture is still, and only a small range of pictures on the screen change. At this time, use "high frame rate + medium resolution" to render the game picture.
[0059] The following typical scenes in the game belong to this category:
[0060] In most games, when the protagonist stops moving;
[0061] When displaying the UI interface.
[0062] Different game scenarios will have different corresponding game screen requirements, and different game screen requirements can also be met by adjusting the resolution and frame rate to appropriately reduce the power consumption of the mobile phone while meeting user needs.
[0063] Step 13, dynamically adjusting the resolution and frame rate of the mobile phone display according to the game screen requirements.
[0064] In this embodiment, when it is determined that the mobile phone game user has no input operation within a set time, the mobile phone is set to standby mode and the resolution of the mobile phone display is adjusted to a low frame rate and a low resolution.
[0065] In this embodiment, when it is determined that the rendering camera of the mobile game is moving, the resolution of the mobile phone display is adjusted to a high frame rate and a medium resolution.
[0066] In this embodiment, when it is determined that the rendering camera of the mobile game has no movement behavior, the resolution of the mobile phone display is adjusted to a medium frame rate and a high resolution.
[0067] In this embodiment, the frame rate is divided into the following levels:
[0068] High frame rate: 40-60 frames (60 is the highest frame rate supported by general mobile phones, which can be adjusted according to the highest frame rate supported by different mobile phones). The higher the frame rate, the smoother it is. The frame rate can be fine-tuned according to different models.
[0069] Medium frame rate: generally 30 frames, which is an acceptable frame rate in most cases;
[0070] Low frame rate: <30 frames (usually 20-25 frames), the picture is slightly choppy.
[0071] In this embodiment, the function of setting the frame rate is realized by waiting for a vertical synchronization signal or waiting for a time interval, which is slightly different in different operating systems:
[0072] iOS system: Only use 60 / 30 / 20 / 15 frame rates.
[0073] Android: You can use any frame rate from 15 to 60.
[0074] In this embodiment, the resolution is divided into the following levels:
[0075] Native resolution: The original physical resolution of the mobile phone, generally 1080P, usually used in the UI to display clear text effects.
[0076] High resolution: >864P~1080P, the scene display is clear and sharp.
[0077] Medium resolution: 576P~864P, generally around 720P, the display effect is slightly reduced, but it is acceptable in most cases.
[0078] Low resolution: <=576P, the display effect is obviously deteriorated.
[0079] Setting the resolution requires special processing. In this example, the game screen will be split into two cameras for rendering and set independent resolutions:
[0080] UI: This part itself consumes little energy and uses native resolution to ensure the best picture quality.
[0081] Game scenes other than UI: Dynamically set the resolution based on camera movement.
[0082] In the embodiment of the present invention, both user experience and performance optimization are satisfied. Different optimization schemes are implemented for different scenarios according to the sensitivity of human perception. A cross-scheme is provided by combining computer science and user psychology. The performance of mobile games is greatly improved without substantially affecting the user experience.
[0083] Actively control the power consumption of the mobile phone. Combined with the actual physical characteristics of the current mobile phone hardware such as power / temperature / overheating protection, creatively focus the key points of mobile phone performance on controlling the power consumption of the mobile phone. By adjusting the frame rate and resolution, the power consumption is greatly reduced. Try to maintain a low load in various operating states, and run the game app stably for a long time without triggering overheating protection.
[0084] This solution is simple to implement and has strong adaptability. It is mainly adjusted based on whether the camera is moving. There is no need to perform various complex logical judgments or write cumbersome codes based on specific business logic. It can be applied to various mobile games.
[0085] like Figure 2As shown, a method for optimizing the performance of a mobile game provided by Embodiment 2 of the present invention is provided, wherein the current dynamic adjustment conditions are determined according to the user input and the rendering camera movement, respectively, so as to dynamically adjust the frame rate and resolution of the mobile phone. Specifically, when there is no user input for a long time, it is determined that the standby mode is entered, and the screen display of the mobile phone is adjusted to a low frame rate and a low resolution. When it is determined that the camera is moving, it is determined that the current game screen is sensitive to the smoothness of the picture but not to the picture quality, and the screen display of the mobile phone is adjusted to a high frame rate and a medium resolution. When the camera does not move, it is determined that the current game screen is sensitive to the picture quality but not to the smoothness of the picture, and the screen display of the mobile phone is adjusted to a medium frame rate and a high resolution.
[0086] Specifically, when dynamically adjusting the frame rate and resolution, a time threshold can be set. Instead of adjusting immediately when the game scene and game screen requirements change, the adjustment can be made when the time threshold meets the conditions to avoid the loss caused by frequent adjustments.
[0087] like Figure 3 FIG. 1 is a schematic diagram of the structure of a mobile phone game performance optimization system provided by an embodiment of the present invention, wherein:
[0088] A user behavior confirmation unit 21 is used to determine the game scene used by the mobile game user according to the mobile game user behavior; the mobile game user behavior includes user input and rendering camera movement;
[0089] A game screen confirmation unit 22 is used to determine the game screen requirements according to the game scene; the game screen requirements include high dynamic screen and relatively static screen;
[0090] The dynamic adjustment unit 23 is used to dynamically adjust the resolution and frame rate of the mobile phone display according to the game screen requirements.
[0091] When the user behavior confirmation unit 21 determines that the mobile game user has no input operation within a set time, the dynamic adjustment unit 23 sets the mobile phone to standby mode and adjusts the resolution of the mobile phone display to a low frame rate and a low resolution;
[0092] When the user behavior confirmation unit 21 determines that the rendering camera of the mobile game has a moving behavior, the dynamic adjustment unit 23 adjusts the resolution of the mobile phone display to a high frame rate and a medium resolution;
[0093] When the user behavior confirmation unit 21 determines that the rendering camera of the mobile game has no movement behavior, the dynamic adjustment unit 23 adjusts the resolution of the mobile phone display to a medium frame rate and a high resolution;
[0094] In the dynamic adjustment unit 23, the frame rate is set to a high frame rate, a medium frame rate and a low frame rate according to the highest frame rate supported by the mobile phone; wherein the high frame rate is set to 40 frames to the highest frame rate supported by the mobile phone; the medium frame rate is 30 frames; and the low frame rate is less than 30 frames;
[0095] The frame rate is set according to a vertical synchronization signal or a set time interval;
[0096] The resolution is set to high resolution, medium resolution and low resolution according to the highest resolution supported by the mobile phone; the high resolution is set to 864P ~ the highest resolution supported by the mobile phone; the medium resolution is 576P ~ 864P; the low resolution is less than 576P;
[0097] The resolution is adjusted as follows:
[0098] The game screen displayed on the mobile phone screen is split into two cameras for rendering, and independent resolutions are set for each camera: in the UI scene, the native resolution of the mobile phone is used to ensure the best picture effect; in game scenes other than the UI, the resolution is dynamically set according to the movement of the rendering camera.
[0099] In an embodiment of the present invention, the game scenario used by the mobile game user is determined based on the mobile game user behavior; the mobile game user behavior includes user input and rendering camera movement; the game screen requirements are determined based on the game scenario; the game screen requirements include high dynamic images and relatively static images; according to the game screen requirements, the resolution and frame rate of the mobile phone display are dynamically adjusted. In the scheme of the present invention, according to the actual scenario requirements of the mobile game and the user's sensitivity to smoothness and image quality in different scenarios, the frame rate is automatically reduced in application scenarios that are not sensitive to smoothness, and the resolution is automatically reduced in application scenarios that are not sensitive to image quality, so as to ensure that the overall power consumption of the game is reduced without affecting the user experience. This intelligent optimization method enables mobile games to better adapt to different hardware environments and bring users a smoother and better gaming experience.
[0100] Although the present invention has been described in detail based on specific embodiments, the above-mentioned embodiments are merely examples, and the present invention is not limited to the above-mentioned embodiments.
[0101] Those skilled in the art will appreciate that embodiments of the present invention may be provided as methods, systems, 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 and optical storage, etc.) containing computer-usable program code.
[0102] 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.
[0103] These computer program instructions may also be stored in a computer-readable memory capable of directing a computer or other programmable data processing device to operate in a specific manner, so that the instructions stored in the computer-readable memory produce an article of manufacture comprising an instruction device, which implements the process Figure 1 A process or multiple processes and / or boxes Figure 1 A function specified in one or more boxes.
[0104] These computer program instructions can also be loaded onto a computer or other programmable data processing device so that a series of operating steps are executed on the computer or other programmable device to produce a computer-implemented process, thereby providing instructions for implementing the process in the computer or other programmable device. Figure 1 A process or multiple processes and / or boxes Figure 1 The steps for the functions specified in one or more boxes.
[0105] Obviously, those skilled in the art can make various changes and modifications to the present invention without departing from the spirit and scope of the present invention. Thus, if these modifications and variations of the present invention fall within the scope of the claims of the present invention and their equivalents, the present invention is also intended to include these modifications and variations.
Claims
1. A method for optimizing mobile game performance, characterized in that: The method comprises: Determine the game scenario used by the mobile game user according to the mobile game user behavior; the mobile game user behavior includes user input and rendering camera movement; Determine the game screen requirements according to the game scene; the game screen requirements include high dynamic screen and relatively static screen; According to the game screen requirements, the resolution and frame rate of the mobile phone display are dynamically adjusted.
2. The method according to claim 1, characterized in that The method further comprises: When it is determined that the mobile phone game user has no input operation within a set time, the mobile phone is set to standby mode and the resolution of the mobile phone display is adjusted to a low frame rate and a low resolution.
3. The method according to claim 1, characterized in that The method further comprises: When it is determined that the rendering camera of the mobile game is moving, the resolution of the mobile phone display is adjusted to a high frame rate and a medium resolution.
4. The method according to claim 3, characterized in that The method further comprises: When it is determined that the rendering camera of the mobile phone game has no movement behavior, the resolution of the mobile phone display is adjusted to a medium frame rate and a high resolution.
5. The method according to claim 1, characterized in that The method further comprises: The frame rate is set to high frame rate, medium frame rate and low frame rate according to the highest frame rate that the mobile phone can support; among which, the high frame rate is set to 40 frames to the highest frame rate supported by the mobile phone; the medium frame rate is 30 frames; and the low frame rate is below 30 frames.
6. The method according to claim 5, characterized in that The method further comprises: The frame rate is set according to a vertical synchronization signal or a set time interval.
7. The method according to claim 1, characterized in that The method further comprises: The resolution is set to high resolution, medium resolution and low resolution according to the highest resolution that the mobile phone can support; among which, the high resolution is set to 864P ~ the highest resolution supported by the mobile phone; the medium resolution is 576P ~ 864P; and the low resolution is less than 576P.
8. The method according to claim 7, characterized in that The resolution is adjusted as follows: The game screen displayed on the mobile phone screen is split into two cameras for rendering, and independent resolutions are set for each camera: in the UI scene, the native resolution of the mobile phone is used to ensure the best picture effect; in game scenes other than the UI, the resolution is dynamically set according to the movement of the rendering camera.
9. A mobile game performance optimization system, characterized in that: include: A user behavior confirmation unit, used to determine the game usage scenario of the mobile game user based on the mobile game user behavior; The mobile game user behavior, including user input and rendering camera movement; A game screen confirmation unit, used to determine the game screen requirements according to the game scene; the game screen requirements include high dynamic screen and relatively static screen; The dynamic adjustment unit is used to dynamically adjust the resolution and frame rate of the mobile phone display according to the game screen requirements.
10. The system according to claim 9, characterized in that Also includes: When the user behavior confirmation unit determines that the mobile game user has no input operation within a set time, the dynamic adjustment unit sets the mobile phone to standby mode and adjusts the resolution of the mobile phone display to a low frame rate and a low resolution; When the user behavior confirmation unit determines that the rendering camera of the mobile game has moved, the dynamic adjustment unit adjusts the resolution of the mobile phone display to a high frame rate and a medium resolution; When the user behavior confirmation unit determines that the rendering camera of the mobile game has no movement behavior, the dynamic adjustment unit adjusts the resolution of the mobile phone display to a medium frame rate and a high resolution; In the dynamic adjustment unit, the frame rate is set to high frame rate, medium frame rate and low frame rate according to the highest frame rate supported by the mobile phone; wherein the high frame rate is set to 40 frames to the highest frame rate supported by the mobile phone; the medium frame rate is 30 frames; and the low frame rate is less than 30 frames; The frame rate is set according to a vertical synchronization signal or a set time interval; The resolution is set to high resolution, medium resolution and low resolution according to the highest resolution supported by the mobile phone; wherein the high resolution is set to 864P ~ the highest resolution supported by the mobile phone; Medium resolution is 576P to 864P; low resolution is less than 576P; The resolution is adjusted as follows: The game screen displayed on the mobile phone screen is split into two cameras for rendering, and independent resolutions are set for each camera: in the UI scene, the native resolution of the mobile phone is used to ensure the best picture effect; in game scenes other than the UI, the resolution is dynamically set according to the movement of the rendering camera.
Citation Information
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