Cloud game instruction processing method and device, electronic equipment and storage medium

By splitting and sending game screen offset commands in cloud games, the problem of game screen lag caused by network jitter is solved, and the game experience and picture smoothness are improved.

CN119236394APending Publication Date: 2025-01-03GUANGZHOU BOGUAN TELECOMM TECH LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202411437746.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-14
Publication Date
2025-01-03

AI Technical Summary

Technical Problem

In cloud gaming scenarios, command blockage caused by network jitter causes game screen to stutter, reducing the player's gaming experience.

Method used

By splitting the game screen offset commands, multiple sub-offset commands are generated and sent to the cloud server in turn, ensuring that each rendering moment has sub-offset commands that can be rendered, reducing the lag and improving the smoothness of the picture .

Benefits of technology

It effectively reduces game screen lag caused by network jitter, improves players' gaming experience, and ensures that the screen changes are smoother.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119236394A_ABST
    Figure CN119236394A_ABST
Patent Text Reader

Abstract

The invention provides a cloud game instruction processing method and device, electronic equipment and a storage medium, and relates to the technical field of computers. The method comprises the following steps: acquiring a picture offset instruction for a current game picture; splitting the picture offset instruction to obtain a plurality of sub offset instructions; sending the plurality of sub-offset instructions to a cloud server in sequence, so that the cloud server performs rendering updating on the current game picture according to the plurality of sub-offset instructions to obtain a plurality of picture rendering data; sequentially receiving the multiple pieces of picture rendering data returned by the cloud server; according to the multiple pieces of picture rendering data, game pictures are displayed in sequence. According to the method, game picture jamming caused by network jitter can be reduced, and the picture smoothness is improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present application relates to the field of computer technology, and more specifically, to a cloud game instruction processing method, device, electronic device and storage medium. Background Art

[0002] Cloud gaming is a gaming method based on cloud computing. The game screen is transmitted online from the server to the client of the terminal device through cloud computing on the server, so that the terminal device can participate in the game without rendering.

[0003] In cloud gaming scenarios, commands are usually transmitted through reliable and ordered transmission protocols, such as the Transmission Control Protocol (TCP). Figure 1 For the system architecture diagram, Figure 1 As shown, a TCP transmission channel is established between the client and the cloud server through the websocket protocol to send instructions. When the client receives the instruction, it sends a command message to the cloud server through transmission, and the server controls the cloud game according to the received instruction.

[0004] When the network jitters slightly, the commands near the network jitter will be blocked, causing the cloud-rendered images to freeze, and the game images displayed on the terminal devices to freeze, reducing the player's gaming experience. Summary of the invention

[0005] The purpose of this application is to provide a cloud game instruction processing method, device, electronic device and storage medium to address the deficiencies in the above-mentioned prior art, so as to reduce the game screen freeze caused by network jitter and improve the smoothness of the picture.

[0006] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:

[0007] In a first aspect, an embodiment of the present application provides a cloud game instruction processing method, which is applied to a terminal device, and the method includes:

[0008] Get the screen offset instruction for the current game screen;

[0009] Splitting the picture offset instruction to obtain a plurality of sub-offset instructions;

[0010] Sending the multiple sub-offset instructions to the cloud server in sequence, so that the cloud server renders and updates the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data;

[0011] receiving the plurality of screen rendering data returned by the cloud server in sequence;

[0012] The game screens are displayed in sequence according to the multiple screen rendering data.

[0013] In a second aspect, an embodiment of the present application further provides a cloud game instruction processing method, which is applied to a cloud server, and the method includes:

[0014] Receiving a plurality of sub-offset instructions sent by a terminal device, wherein the plurality of sub-offset instructions are obtained by the terminal device splitting a screen offset instruction for a current game screen;

[0015] Render and update the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data;

[0016] The plurality of screen rendering data are sent to the terminal device, so that the terminal device displays the game screen in sequence according to the plurality of screen rendering data.

[0017] In a third aspect, an embodiment of the present application further provides a cloud game instruction processing device, which is applied to a terminal device, and the device includes:

[0018] An acquisition module is used to obtain a screen offset instruction for the current game screen;

[0019] A splitting module, used for splitting the picture offset instruction to obtain multiple sub-offset instructions;

[0020] An instruction sending module, used for sending the plurality of sub-offset instructions to the cloud server in sequence, so that the cloud server renders and updates the current game screen according to the plurality of sub-offset instructions to obtain a plurality of screen rendering data;

[0021] A data receiving module, used for sequentially receiving the plurality of picture rendering data returned by the cloud server;

[0022] The display module is used to display the game screens in sequence according to the multiple screen rendering data.

[0023] In a fourth aspect, an embodiment of the present application further provides a cloud game instruction processing device, which is applied to a cloud server, and the device includes:

[0024] An instruction receiving module, used for receiving a plurality of sub-offset instructions sent by a terminal device, wherein the plurality of sub-offset instructions are obtained by the terminal device splitting a screen offset instruction for a current game screen;

[0025] A screen rendering module, used for rendering and updating the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data;

[0026] The data sending module is used to send the multiple screen rendering data to the terminal device, so that the terminal device displays the game screen in sequence according to the multiple screen rendering data.

[0027] In the fifth aspect, an embodiment of the present application also provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the program instructions to perform the steps of the cloud game instruction processing method as described in any one of the first aspect, or the steps of the cloud game instruction processing method as described in any one of the second aspect.

[0028] In a sixth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the cloud game instruction processing method as described in any one of the first aspect, or the steps of the cloud game instruction processing method as described in any one of the second aspect are executed.

[0029] The beneficial effects of this application are:

[0030] The cloud game instruction processing method, device, electronic device and storage medium provided by the present application, the terminal device splits the screen offset instruction for the game screen, and sends the split multiple sub-offset instructions to the cloud server in sequence. The time granularity between the instructions is reduced by instruction splitting, ensuring that even if network jamming occurs during the sending of multiple sub-offset instructions, there are sub-offset instructions that can be rendered at each rendering moment, and there will be no situation where a rendering moment is completely jammed and no screen rendering is updated. Moreover, the offset amplitude between the screen rendered by the sub-offset instruction before the jamming and the sub-offset instruction after the jamming is very small, the screen changes appear smoother, and the player's visual perception is smaller, thereby improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0031] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0032] Figure 1 This is the system architecture diagram;

[0033] Figure 2 Rendering diagrams for existing cloud games;

[0034] Figure 3Schematic diagram of the process of the cloud game instruction processing method provided in the embodiment of the present application Figure 1 ;

[0035] Figure 4 Schematic diagram of the process of the cloud game instruction processing method provided in the embodiment of the present application Figure 2 ;

[0036] Figure 5 Schematic diagram of the process of the cloud game instruction processing method provided in the embodiment of the present application Figure 3 ;

[0037] Figure 6 Schematic diagram of the process of the cloud game instruction processing method provided in the embodiment of the present application Figure 4 ;

[0038] Figure 7 Schematic diagram of the process of the cloud game instruction processing method provided in the embodiment of the present application Figure 5 ;

[0039] Figure 8 A schematic diagram of cloud game rendering according to an embodiment of the present application;

[0040] Fig. 9 A schematic diagram of the structure of the cloud gaming instruction processing device provided in the embodiment of the present application Figure 1 ;

[0041] Fig.10 A schematic diagram of the structure of the cloud gaming instruction processing device provided in the embodiment of the present application Figure 2 ;

[0042] Fig.11 A schematic diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0043] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in combination with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments.

[0044] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for which protection is sought, but merely represents selected embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.

[0045] In addition, the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0046] It should be noted that, in the absence of conflict, the features in the embodiments of the present application may be combined with each other.

[0047] Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud gaming server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0048] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0049] For example, if the screen refresh rate of the terminal device is set to 60HZ, the terminal device sends 60 instructions to the cloud server per second. Figure 2 Rendering schematics for existing cloud games, such as Figure 2As shown, the ideal instruction arrival interval is 16ms, that is, instruction C1 and instruction C2 arrive at the cloud server 16ms apart. If the network is not stuck, the cloud server renders instruction C1 at time R2 and instruction C2 at time R3.

[0050] When the network is slightly stuck, the instruction C1 that should have been rendered at R2 arrives at the cloud server after a slight lag of, for example, 7ms. The cloud server does not render at R2, but renders instructions C1 and C2 together at R3, causing the game screen to freeze for one frame at R2. The stuck instruction and subsequent instructions arrive continuously, causing the screen to shift by two frames at R3, which should have been one frame. Visually, the screen is accelerated. It can be seen that due to the slight lag in the network, two consecutive frames of the screen have problems, resulting in a visual effect of pause and rush, which makes the screen feel very stuttered and the screen is very discontinuous.

[0051] Since such millisecond-level tiny jitters often occur in the existing network environment, the present application intends to provide a cloud game instruction processing method, device, electronic device and storage medium, by splitting the screen offset instruction for the game screen, and sending multiple split sub-offset instructions to the cloud server in sequence, so that even if network jamming occurs during the process of sending multiple sub-offset instructions, the time granularity between instructions is reduced through instruction splitting, the screen jamming amplitude is reduced, the picture looks smoother, the player's visual perception is smaller, and the player's gaming experience is improved.

[0052] The following describes the specific implementation of the cloud gaming instruction processing method, device, electronic device, and storage medium provided in the present application in combination with the embodiments.

[0053] In a possible implementation, the cloud game instruction processing method provided in the embodiment of the present application is applied to a terminal device. Figure 3 Schematic diagram of the process of the cloud game instruction processing method provided in the embodiment of the present application Figure 1 ,like Figure 3 As shown, the method may include:

[0054] S101, obtaining a screen offset instruction for the current game screen.

[0055] In this embodiment, the terminal device runs a game program and displays the game screen through the graphical user interface of the terminal device. The screen offset instruction is an instruction for controlling the offset of the current game screen to update the game screen displayed in the graphical user interface. The screen offset instruction indicates the screen offset amount for updating the current game screen. The screen offset is the continuous deflection of the game screen caused by the rotation of the virtual camera.

[0056] In some embodiments, the screen shift instruction may be an instruction input by the player through a touch operation of a graphical user interface, or an operation instruction input by the player through an external device connected to the terminal device, or an instruction generated by a game program based on a trigger of a preset event. The external device may be, for example, a mouse, a keyboard, a game controller, a wearable device, etc., which is not limited in this embodiment.

[0057] In some embodiments, based on a preset screen refresh rate, the screen shift instructions generated for the game screen include multiple consecutive ones. The screen refresh rate refers to the number of times the graphical user interface corresponding to the terminal device updates the image per second. The preset screen refresh rate can be, for example, a refresh rate supported by the hardware of the terminal device, or a refresh rate set by the player in the game program. The preset screen refresh rate can be, for example, 60HZ or 120HZ. 60HZ indicates that the graphical user interface can refresh the screen 60 times per second, corresponding to 60 screen shift instructions generated per second. 120HZ indicates that the graphical user interface can refresh the screen 120 times per second, corresponding to 120 screen shift instructions generated per second.

[0058] S102: Split the picture offset instruction to obtain multiple sub-offset instructions.

[0059] In this embodiment, according to the screen offset corresponding to the screen offset instruction, the screen offset instruction is split into multiple sub-offset instructions, each sub-offset instruction corresponds to a segment of screen sub-offset, and the sum of the screen sub-offsets corresponding to the multiple sub-offset instructions is the screen offset corresponding to the screen offset instruction.

[0060] In some embodiments, the number of splits of the picture offset instruction can be determined according to a preset instruction time granularity and a preset screen refresh rate, and the picture offset instruction can be split according to the number of splits to obtain a corresponding number of sub-offset instructions.

[0061] For example, the preset screen refresh rate is 60HZ, that is, a screen offset instruction is generated every 16ms. If the instruction time granularity is 8ms, the screen offset instruction is split into two sub-offset instructions. If the instruction time granularity is 4ms, the screen offset instruction is split into four sub-offset instructions.

[0062] S103. Send multiple sub-offset instructions to the cloud server in sequence, so that the cloud server renders and updates the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data.

[0063] In this embodiment, according to the instruction time interval corresponding to the preset screen refresh rate, multiple sub-offset instructions are placed in sequence to the cloud server within each instruction time interval. After receiving the multiple sub-offset instructions, the cloud server performs screen rendering updates in sequence based on the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data.

[0064] In some embodiments, the cloud server determines a rendering time interval based on a preset screen refresh rate, and the length of the rendering time interval is the same as the length of the instruction time interval. After sending multiple sub-offset instructions to the cloud server, the cloud server renders the multiple sub-offset instructions in sequence at the rendering time corresponding to the rendering time interval to obtain multiple screen rendering data.

[0065] Among them, the first sub-offset instruction performs rendering update based on the current game screen to obtain the first screen rendering data, and other sub-offset instructions perform rendering update based on the first screen rendering data corresponding to the previous sub-offset instruction to obtain other screen rendering data.

[0066] S104. Receive multiple screen rendering data returned by the cloud server in sequence.

[0067] In this embodiment, the terminal device receives multiple screen rendering data returned sequentially by the cloud server through a transmission channel between the terminal device and the cloud server.

[0068] S105. Displaying game screens in sequence according to the plurality of screen rendering data.

[0069] In this embodiment, the terminal device decodes multiple screen rendering data in sequence to display the game screen generated by decoding each screen rendering data in sequence based on the current game screen, thereby updating the game screen based on the screen offset instruction.

[0070] It can be seen that since one screen offset instruction is split into multiple sub-offset instructions, the one-frame screen offset originally generated based on one screen offset instruction becomes a multi-frame screen offset generated based on multiple sub-offset instructions within the same time, and the offset amplitude between the multiple-frame screen offsets becomes smaller. For slight network jitter, even if a network freeze occurs during the sending of multiple sub-offset instructions, resulting in multiple sub-offset instructions not being sent out within an instruction time interval, but since there are sub-offset instructions for rendering at each rendering moment, there will not be a situation where a rendering moment is completely frozen and no screen rendering is updated, and the offset amplitude between the screens rendered by the sub-offset instructions before the freeze and the sub-offset instructions after the freeze is very small, and the screen changes appear smoother.

[0071] The cloud game instruction processing method provided in the above embodiment splits the screen offset instruction for the game screen, and sends the split multiple sub-offset instructions to the cloud server in sequence. The time granularity between the instructions is reduced through instruction splitting, ensuring that even if network jamming occurs in the process of sending multiple sub-offset instructions, there are sub-offset instructions that can be rendered at each rendering moment, and there will be no situation where a rendering moment is completely jammed and there is no screen rendering update. The offset amplitude between the screen rendered by the sub-offset instruction before the jam and the sub-offset instruction after the jam is very small, the screen changes look smoother, and the player's visual perception is smaller, thereby improving the player's gaming experience.

[0072] In one possible implementation, Figure 4 Schematic diagram of the process of the cloud game instruction processing method provided in the embodiment of the present application Figure 2 ,like Figure 4 As shown, the process of obtaining the screen shift instruction for the current game screen in S101 may include:

[0073] S201, monitoring the current game screen.

[0074] S202: If a screen shift trigger event for the current game screen is monitored, a screen shift instruction is generated according to the screen shift trigger event.

[0075] In this embodiment, the current game screen is monitored by a screen monitoring thread set in the game program, and the monitored screen change event is judged to determine whether the screen change event is a screen shift trigger event. If the screen change event is a screen shift trigger event, a screen shift instruction is generated.

[0076] In some embodiments, the screen change event may be any event that causes the current game screen to change. The screen change event includes a screen shift trigger event and other screen change events. Except for the screen shift trigger event, the changes in the game screen caused by other screen change events are not continuous screen deflections caused by the rotation of the virtual camera. For example, the screen change event caused by controlling the release of skills by the virtual character, the corresponding game screen change is not a continuous screen deflection. In this case, it is sufficient to send the corresponding control instruction to the cloud server.

[0077] In a possible implementation, the above-mentioned S201 monitoring the current game screen may include:

[0078] Monitor the sliding touch events input through the current game screen; or, monitor the perspective switching events for the current game screen; or, monitor the screen update events triggered by the game process in the current game screen.

[0079] In this embodiment, by monitoring the touch events of the terminal device, it is determined whether the touch event is a sliding touch event. The touch event may be, for example, a touch operation input by the player through a graphical user interface, or a control operation input through an external device. The sliding touch event may be a sliding operation input directly by the player through the graphical user interface, or an operation input through an external device.

[0080] If the touch event is a sliding touch event, it is determined that the player controls the virtual character to move in the game scene, or controls the virtual character's perspective to change. The movement of the virtual character in the game scene or the change of the perspective will cause the continuous movement or continuous rotation of the game screen through the rotation of the virtual camera.

[0081] In addition to controlling the perspective switching of the game screen through sliding touch events, the game program also has a perspective switching control to respond to the player's trigger operation on the perspective switching control, and determine that a perspective switching event for the current game screen is received. The perspective switching event refers to adjusting the perspective direction of the game screen through the rotation of the virtual camera, so that the game screen is continuously rotated and then updated to the corresponding perspective direction.

[0082] In addition to the continuous offset of the game screen caused by sliding touch events and perspective switching events, there are some events in the game that can cause continuous offset of the game screen. Other events that cause continuous offset of the game screen except sliding touch events and perspective switching events are defined as screen update events. Screen update events are not triggered by touch operations input by the player, but are triggered based on the game process.

[0083] Screen update events are events that trigger the game screen to shift as the game progresses. For example, when a player completes a level task or a virtual character interacts with a non-player character (NPC), the game screen will shift from the current game screen to the next level or other node screen.

[0084] The specific screen update event can be customized by the developer according to the game type, and this embodiment does not limit this.

[0085] The cloud game command processing method provided in the above embodiment monitors the current game screen and generates a screen shift command when a screen shift trigger event for the current game screen is monitored, thereby ensuring that all events that cause screen shift can be monitored, and all events that cause screen shift are smoothed through command splitting to avoid lag caused by slight network jitter, thereby improving the player's gaming experience.

[0086] In one possible implementation, Figure 5Schematic diagram of the process of the cloud game instruction processing method provided in the embodiment of the present application Figure 3 ,like Figure 5 As shown, the process of splitting the picture offset instruction in S102 to obtain multiple sub-offset instructions may include:

[0087] S301: Obtain a picture shift parameter corresponding to a picture shift instruction.

[0088] S302: Split the picture offset parameter into equal parts to obtain a plurality of sub-offset instructions.

[0089] In this embodiment, the screen offset parameter is the screen offset for updating the current game screen. According to the method for generating the screen offset instruction, the screen offset parameter corresponding to the screen offset instruction is determined. According to a preset number of splits, the screen offset parameter is equally split to obtain multiple screen sub-offset parameters, and a sub-offset instruction corresponding to each screen sub-offset parameter is generated.

[0090] In some embodiments, if the screen shift instruction is a sliding touch instruction, the process of obtaining the screen shift parameter corresponding to the screen shift instruction in S301 may include:

[0091] The sliding distance of the sliding touch command is determined as a screen offset parameter.

[0092] In this embodiment, if the screen shift trigger event for the current game screen is a sliding touch event, the screen shift instruction is determined to be a sliding touch instruction, and the screen shift parameter is determined according to the sliding distance of the sliding touch operation.

[0093] In some embodiments, the sliding distance includes a sliding distance in a horizontal direction and a sliding distance in a vertical direction.

[0094] For example, if the sliding distance of the sliding touch operation input by the player on the graphical user interface is (4,6), it means that the X-axis moves 4 unit distances and the Y-axis moves 6 unit distances. The sliding distance is divided into two sub-sliding distances (2,3) and (2,3), and two corresponding sub-offset instructions are generated.

[0095] In some other embodiments, if the picture shift instruction is a view angle switching instruction, the process of obtaining the picture shift parameter corresponding to the picture shift instruction in S301 may include:

[0096] The perspective offset angle of the perspective switching instruction is determined as the screen offset parameter.

[0097] In this embodiment, if the screen offset trigger event for the current game screen is a perspective switching event, the screen offset instruction is determined to be a perspective switching instruction, and the screen offset parameter is determined according to the perspective offset angle of the perspective switching operation.

[0098] For example, if the viewing angle offset is 30 degrees, the viewing angle offset is split into two 15-degree angles to generate corresponding sub-offset instructions.

[0099] In some other embodiments, if the picture shift instruction is a picture update instruction, the process of obtaining the picture shift parameter corresponding to the picture shift instruction in S301 may include:

[0100] The scene offset range of the screen update instruction is determined as the screen offset parameter.

[0101] In this embodiment, if the screen offset trigger event for the current game screen is a screen offset event triggered by the game process, the screen offset instruction is determined to be a screen update instruction, and the scene offset range can be, for example, a scene offset distance and / or a scene offset angle. The screen offset parameters are determined based on the scene offset distance and / or the scene offset angle.

[0102] The cloud game instruction processing method provided in the above embodiment divides the screen offset parameter into equal parts to obtain multiple sub-offset instructions, so as to reduce the screen offset amplitude and ensure smoother screen changes. Even if network lag occurs, the lag amplitude will be reduced, thereby improving the player's gaming experience.

[0103] In one possible implementation, Figure 6 Schematic diagram of the process of the cloud game instruction processing method provided in the embodiment of the present application Figure 4 ,like Figure 6 As shown, the process of sending multiple sub-offset instructions to the cloud server in sequence in S103 may include:

[0104] S401: Determine a time interval for sending multiple sub-offset instructions according to a preset screen refresh rate and the number of multiple sub-offset instructions.

[0105] S402. Send multiple sub-offset instructions to the cloud server in sequence according to the sending time interval.

[0106] In this embodiment, the instruction time interval of the picture offset instruction is determined according to the preset screen refresh rate, and the sending time interval of the multiple sub-offset instructions is calculated according to the number of multiple sub-offset instructions and the instruction time interval. Based on the sending time interval, the multiple sub-offset instructions are sent to the cloud server in sequence.

[0107] In some embodiments, the number of the multiple sub-offset instructions is calculated based on a preset instruction time granularity and a preset screen refresh rate, and the time interval for sending the multiple sub-offset instructions is actually the instruction time granularity.

[0108] For example, if the preset screen refresh rate is 60HZ, the instruction time interval is 1 / 60=16ms, the existing instruction time granularity is 16ms, if the number of multiple sub-offset instructions is 2, the sending time interval is 8ms, that is, the instruction time granularity of this embodiment is also 8ms.

[0109] The cloud game instruction processing method provided in the above embodiment determines the time interval for sending sub-offset instructions based on the screen refresh rate and the number of sub-offset instructions, thereby reducing the instruction time granularity and ensuring that even if network jamming occurs during the process of sending multiple sub-offset instructions, there are sub-offset instructions that can be rendered at each rendering moment, and there will be no situation where a rendering moment is completely jammed and no screen rendering is updated.

[0110] In a possible implementation, the cloud game instruction processing method provided in the embodiment of the present application is applied to a cloud server. Figure 7 Schematic diagram of the process of the cloud game instruction processing method provided in the embodiment of the present application Figure 5 ,like Figure 7 As shown, the method may include:

[0111] S501. Receive multiple sub-offset instructions sent by a terminal device, where the multiple sub-offset instructions are obtained by the terminal device splitting a screen offset instruction for a current game screen.

[0112] S502. Render and update the current game screen according to multiple sub-offset instructions to obtain multiple screen rendering data.

[0113] S503: Send multiple screen rendering data to the terminal device, so that the terminal device displays the game screen in sequence according to the multiple screen rendering data.

[0114] In this embodiment, the cloud server and the terminal device transmit instructions via a websocket transmission channel. The specific implementation of the terminal device splitting the screen offset instruction into multiple sub-offset instructions can refer to the above S101-S102 and will not be repeated here.

[0115] After receiving the multiple sub-offset instructions, the cloud server updates the screen rendering in sequence based on the current game screen and the multiple sub-offset instructions to obtain multiple screen rendering data.

[0116] In some embodiments, the cloud server determines a rendering time interval based on a preset screen refresh rate. After receiving multiple sub-offset instructions, the cloud server renders the multiple sub-offset instructions in sequence at rendering times corresponding to the rendering time interval to obtain multiple screen rendering data.

[0117] Among them, the first sub-offset instruction performs rendering update based on the current game screen to obtain the first screen rendering data, and other sub-offset instructions perform rendering update based on the first screen rendering data corresponding to the previous sub-offset instruction to obtain other screen rendering data.

[0118] In some embodiments, the process of rendering and updating the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data in S502 may include:

[0119] The rendering time interval is determined according to the preset screen refresh rate; if multiple sub-offset instructions are received within a rendering time interval, the current game screen is rendered and updated according to the multiple sub-offset instructions at the rendering time after the rendering time interval to obtain multiple screen rendering data.

[0120] In this embodiment, the screen refresh rate refers to the number of times per second that the graphical user interface corresponding to the terminal device updates the image. The preset screen refresh rate may be, for example, a refresh rate supported by the hardware of the terminal device, or a refresh rate set by the player in the game program. The rendering time interval is determined based on the inverse of the preset screen refresh rate. If the preset screen refresh rate is 60 Hz, the rendering time interval is 16 ms. If the preset screen refresh rate is 120 Hz, the rendering time interval is 8 ms.

[0121] The instruction time interval and rendering time interval for the terminal device to send multiple sub-offset instructions are equal, that is, the terminal device needs to send multiple sub-offset instructions within the instruction time interval according to the sending time interval. If there is no network jitter, the cloud server receives multiple sub-offset instructions corresponding to a screen offset instruction within a rendering time interval, and then renders and updates the current game screen according to the multiple sub-offset instructions at the rendering time after the rendering time interval to obtain multiple screen rendering data.

[0122] For example, Figure 8 This is a schematic diagram of cloud game rendering in an embodiment of the present application. Figure 8 As shown, the ideal instruction arrival interval is 8ms. If there is no network jitter, the two sub-offset instructions C11 and C12 corresponding to the first picture offset instruction C1 arrive at the cloud server at an interval of 8ms, and the cloud server renders the sub-offset instructions C11 and C12 at time R2. The two sub-offset instructions C21 and C22 corresponding to the second picture offset instruction C2 also arrive at the cloud server at an interval of 8ms, and the cloud server renders the sub-offset instructions C21 and C22 at time R3.

[0123] In some other embodiments, the above S502 renders and updates the current game screen according to the multiple sub-offset instructions to obtain the multiple screen rendering data, and the process may also include:

[0124] If multiple sub-offset instructions are received within multiple rendering time intervals, the current game screen is rendered and updated according to the received sub-offset instructions at multiple rendering moments after the multiple rendering time intervals to obtain multiple screen rendering data.

[0125] In this embodiment, if the network jitters slightly when the terminal device is sending multiple sub-offset instructions to the cloud server, and the multiple sub-offset instructions do not arrive within a rendering time interval, the corresponding sub-offset instructions are rendered and updated at the rendering time after the rendering time interval of the received sub-offset instructions, and multiple screen rendering data are obtained, thereby ensuring that even if there is a slight network jitter, there are sub-offset instructions available for screen rendering at each rendering time, and the game screen displayed on the terminal device will not have a frame of obvious freeze.

[0126] If some sub-offset instructions arrive at the cloud server within one rendering time interval due to network jitter and multiple sub-offset instructions corresponding to the next screen offset instruction, then the partial sub-offset instructions and multiple sub-offset instructions corresponding to the next screen offset instruction are rendered together at the rendering time after one rendering time interval. Since the screen offset instructions are split, the screen offset between adjacent sub-offset instructions is very small. Even if some sub-offset instructions are delayed in rendering due to network jitter, the screen freeze will be very small, and the player's visual perception will be smaller, which improves the player's gaming experience.

[0127] For example, Figure 8 As shown, if network jitter occurs after the sub-offset instruction C11 is sent, resulting in a 7ms pause in the sub-offset instruction C12 before it is sent to the cloud server, the cloud server renders the sub-offset instruction C11 at time R2, and renders the sub-offset instructions C12, C21 and C22 at time R3. In this way, there is screen rendering at time R2 and time R3. Due to the reduction in time granularity and offset amplitude, even if the screen rendering corresponding to the sub-offset instruction C12 is stuck, it will not be very obvious in the viewing effect, and the stuck becomes smooth in visual effect.

[0128] The cloud game instruction processing method provided in the above embodiment is that the cloud server renders the screen by multiple sub-offset instructions split by the terminal device. The time granularity between instructions is reduced by instruction splitting, ensuring that even if network jamming occurs in the process of sending multiple sub-offset instructions, there are sub-offset instructions that can be rendered at each rendering moment, and there will be no situation where a rendering moment is completely jammed and there is no screen rendering update. Moreover, the offset amplitude between the screen rendered by the sub-offset instruction before the jamming and the sub-offset instruction after the jamming is very small, the screen changes appear smoother, and the player's visual perception is smaller, thereby improving the player's gaming experience.

[0129] Based on the above-mentioned method embodiment applied to the terminal device, the embodiment of the present application also provides a cloud game instruction processing device. Fig. 9 A schematic diagram of the structure of the cloud gaming instruction processing device provided in the embodiment of the present application Figure 1 ,like Fig. 9 As shown, the device may include:

[0130] An acquisition module 601 is used to acquire a screen shift instruction for the current game screen;

[0131] A splitting module 602 is used to split the picture offset instruction to obtain multiple sub-offset instructions;

[0132] The instruction sending module 603 is used to send multiple sub-offset instructions to the cloud server in sequence, so that the cloud server renders and updates the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data;

[0133] The data receiving module 604 is used to sequentially receive multiple screen rendering data returned by the cloud server;

[0134] The display module 605 is used to display the game screens in sequence according to the multiple screen rendering data.

[0135] Optionally, the acquisition module 601 is specifically used to monitor the current game screen; if a screen shift trigger event for the current game screen is monitored, a screen shift instruction is generated according to the screen shift trigger event.

[0136] Optionally, the acquisition module 601 is specifically used to monitor the sliding touch events input through the current game screen; or, monitor the perspective switching events for the current game screen; or, monitor the screen offset events triggered by the game process in the current game screen.

[0137] Optionally, the splitting module 602 is specifically used to obtain a picture offset parameter corresponding to the picture offset instruction; and split the picture offset parameter into equal parts to obtain a plurality of sub-offset instructions.

[0138] Optionally, if the screen shift instruction is a sliding touch instruction, the splitting module 602 is further configured to determine a sliding distance of the sliding touch instruction as a screen shift parameter.

[0139] Optionally, if the picture offset instruction is a perspective switching instruction, the splitting module 602 is further configured to determine a perspective offset angle of the perspective switching instruction as a picture offset parameter.

[0140] Optionally, if the picture offset instruction is a picture update instruction, the splitting module 602 is further configured to determine a scene offset range of the picture update instruction as a picture offset parameter.

[0141] Optionally, the instruction sending module 603 is specifically used to determine the sending time interval of multiple sub-offset instructions according to a preset screen refresh rate and the number of multiple sub-offset instructions; and send multiple sub-offset instructions to the cloud server in sequence according to the sending time interval.

[0142] The cloud game instruction processing device provided by the above embodiment splits the screen offset instruction for the game screen, and sends the split multiple sub-offset instructions to the cloud server in sequence. The time granularity between the instructions is reduced through instruction splitting, ensuring that even if network jamming occurs in the process of sending multiple sub-offset instructions, there are sub-offset instructions that can be rendered at each rendering moment, and there will be no situation where a rendering moment is completely jammed and there is no screen rendering update. Moreover, the offset amplitude between the screen rendered by the sub-offset instruction before the jam and the sub-offset instruction after the jam is very small, the screen changes look smoother, and the player's visual perception is smaller, thereby improving the player's gaming experience.

[0143] Based on the above-mentioned method embodiment applied to the cloud server, the embodiment of the present application also provides a cloud game instruction processing device. Fig.10 A schematic diagram of the structure of the cloud gaming instruction processing device provided in the embodiment of the present application Figure 2 ,like Fig.10 As shown, the device may include:

[0144] The instruction receiving module 701 is used to receive multiple sub-offset instructions sent by the terminal device, where the multiple sub-offset instructions are obtained by the terminal device splitting the screen offset instruction for the current game screen.

[0145] The screen rendering module 702 is used to render and update the current game screen according to multiple sub-offset instructions to obtain multiple screen rendering data.

[0146] The data sending module 703 is used to send multiple screen rendering data to the terminal device, so that the terminal device displays the game screen in sequence according to the multiple screen rendering data.

[0147] Optionally, the screen rendering module 702 is specifically used to determine the rendering time interval according to a preset screen refresh rate; if multiple sub-offset instructions are received within a rendering time interval, the current game screen is rendered and updated according to the multiple sub-offset instructions at the rendering time after a rendering time interval to obtain multiple screen rendering data.

[0148] Optionally, the screen rendering module 702 is also used to render and update the current game screen according to the received sub-offset instructions at multiple rendering moments after the multiple rendering time intervals if multiple sub-offset instructions are received within multiple rendering time intervals to obtain multiple screen rendering data.

[0149] The cloud game instruction processing device provided in the above embodiment, the cloud server renders the screen by multiple sub-offset instructions split by the terminal device, and the time granularity between the instructions is reduced by instruction splitting, ensuring that even if network jamming occurs in the process of sending multiple sub-offset instructions, there are sub-offset instructions that can be rendered at each rendering moment, and there will be no situation where a rendering moment is completely jammed and there is no screen rendering update. Moreover, the offset amplitude between the screen rendered by the sub-offset instruction before the jamming and the sub-offset instruction after the jamming is very small, the screen changes look smoother, and the player's visual perception is smaller, thereby improving the player's gaming experience.

[0150] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0151] Fig.11 A schematic diagram of an electronic device provided in an embodiment of the present application, such as Fig.11 As shown, the electronic device 800 may include: a processor 801, a storage medium 802 and a bus, the storage medium 802 stores program instructions executable by the processor 801, and when the electronic device 800 is running, the processor 801 communicates with the storage medium 802 through the bus, and the processor 801 executes the program instructions to execute the above-mentioned method embodiment applied to the terminal device or cloud server.

[0152] Specifically, the processor executes the steps of the cloud game instruction processing method applied to the terminal device, which may include:

[0153] Obtain a screen offset instruction for the current game screen; split the screen offset instruction to obtain multiple sub-offset instructions; send the multiple sub-offset instructions to the cloud server in sequence, so that the cloud server renders and updates the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data; receive the multiple screen rendering data returned by the cloud server in sequence; display the game screen in sequence according to the multiple screen rendering data.

[0154] Optionally, the processor executes the above step of obtaining a screen offset instruction for the current game screen, which may include:

[0155] Monitor the current game screen; if a screen shift trigger event for the current game screen is monitored, generate a screen shift instruction according to the screen shift trigger event.

[0156] Optionally, the processor executes the above step of monitoring the current game screen, which may include:

[0157] Monitor the sliding touch events input through the current game screen; or, monitor the perspective switching events for the current game screen; or, monitor the screen offset events triggered by the game process in the current game screen.

[0158] Optionally, the processor executes the above step of splitting the picture offset instruction to obtain multiple sub-offset instructions, which may include:

[0159] Obtain a picture offset parameter corresponding to the picture offset instruction; and equally split the picture offset parameter to obtain a plurality of sub-offset instructions.

[0160] Optionally, if the screen shift instruction is a sliding touch instruction, the processor executes the step of obtaining the screen shift parameter corresponding to the screen shift instruction, which may include:

[0161] The sliding distance of the sliding touch command is determined as a screen offset parameter.

[0162] Optionally, if the picture shift instruction is a viewing angle switching instruction, the processor executes the step of obtaining the picture shift parameter corresponding to the picture shift instruction, which may include:

[0163] The perspective offset angle of the perspective switching instruction is determined as the screen offset parameter.

[0164] Optionally, if the picture shift instruction is a picture update instruction, the processor executes the step of obtaining the picture shift parameter corresponding to the picture shift instruction, which may include:

[0165] The scene offset range of the screen update instruction is determined as the screen offset parameter.

[0166] Optionally, the processor executing the above step of sequentially sending a plurality of sub-offset instructions to the cloud server may include:

[0167] Determine a time interval for sending the plurality of sub-offset instructions according to a preset screen refresh rate and the number of the plurality of sub-offset instructions;

[0168] According to the sending time interval, multiple sub-offset instructions are sent to the cloud server in sequence.

[0169] The cloud game instruction processing method executed by the processor of the above-mentioned embodiment splits the screen offset instruction for the game screen, and sends the split multiple sub-offset instructions to the cloud server in sequence. The time granularity between the instructions is reduced through instruction splitting, ensuring that even if network jamming occurs in the process of sending multiple sub-offset instructions, there are sub-offset instructions that can be rendered at each rendering moment, and there will be no situation where a rendering moment is completely jammed and there is no screen rendering update. Moreover, the offset amplitude between the screen rendered by the sub-offset instruction before the jam and the sub-offset instruction after the jam is very small, the screen changes appear smoother, and the player's visual perception is smaller, thereby improving the player's gaming experience.

[0170] Specifically, the processor executes the steps of the cloud game instruction processing method applied to the cloud server, which may include:

[0171] Receive multiple sub-offset instructions sent by a terminal device, where the multiple sub-offset instructions are obtained by the terminal device splitting the screen offset instructions for the current game screen; render and update the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data; send the multiple screen rendering data to the terminal device, so that the terminal device displays the game screen in sequence according to the multiple screen rendering data.

[0172] Optionally, the processor executes the above step of rendering and updating the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data, which may include:

[0173] The rendering time interval is determined according to the preset screen refresh rate; if multiple sub-offset instructions are received within a rendering time interval, the current game screen is rendered and updated according to the multiple sub-offset instructions at the rendering time after the rendering time interval to obtain multiple screen rendering data.

[0174] Optionally, the processor executes the above step of rendering and updating the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data, which may also include:

[0175] If multiple sub-offset instructions are received within multiple rendering time intervals, the current game screen is rendered and updated according to the received sub-offset instructions at multiple rendering moments after the multiple rendering time intervals to obtain multiple screen rendering data.

[0176] In the cloud game instruction processing method executed by the processor of the above-mentioned embodiment, the cloud server renders the screen by splitting the multiple sub-offset instructions of the terminal device. The time granularity between the instructions is reduced by instruction splitting, thereby ensuring that even if a network freeze occurs in the process of sending multiple sub-offset instructions, there are sub-offset instructions that can be rendered at each rendering moment, and there will be no situation where a rendering moment is completely frozen and there is no screen rendering update. Moreover, the offset amplitude between the screen rendered by the sub-offset instruction before the freeze and the sub-offset instruction after the freeze is very small, the screen changes appear smoother, and the player's visual perception is smaller, thereby improving the player's gaming experience.

[0177] Optionally, the present application also provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the method embodiment applied to the terminal device or the cloud server is executed.

[0178] Specifically, the processor executes the steps of the cloud game instruction processing method applied to the terminal device, which may include:

[0179] Obtain a screen offset instruction for the current game screen; split the screen offset instruction to obtain multiple sub-offset instructions; send the multiple sub-offset instructions to the cloud server in sequence, so that the cloud server renders and updates the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data; receive the multiple screen rendering data returned by the cloud server in sequence; display the game screen in sequence according to the multiple screen rendering data.

[0180] Optionally, the processor executes the above step of obtaining a screen offset instruction for the current game screen, which may include:

[0181] Monitor the current game screen; if a screen shift trigger event for the current game screen is monitored, generate a screen shift instruction according to the screen shift trigger event.

[0182] Optionally, the processor executes the above step of monitoring the current game screen, which may include:

[0183] Monitor the sliding touch events input through the current game screen; or, monitor the perspective switching events for the current game screen; or, monitor the screen offset events triggered by the game process in the current game screen.

[0184] Optionally, the processor executes the above step of splitting the picture offset instruction to obtain multiple sub-offset instructions, which may include:

[0185] Obtain a picture offset parameter corresponding to the picture offset instruction; and equally split the picture offset parameter to obtain a plurality of sub-offset instructions.

[0186] Optionally, if the screen shift instruction is a sliding touch instruction, the processor executes the step of obtaining the screen shift parameter corresponding to the screen shift instruction, which may include:

[0187] The sliding distance of the sliding touch command is determined as a screen offset parameter.

[0188] Optionally, if the picture shift instruction is a viewing angle switching instruction, the processor executes the step of obtaining the picture shift parameter corresponding to the picture shift instruction, which may include:

[0189] The perspective offset angle of the perspective switching instruction is determined as the screen offset parameter.

[0190] Optionally, if the picture shift instruction is a picture update instruction, the processor executes the step of obtaining the picture shift parameter corresponding to the picture shift instruction, which may include:

[0191] The scene offset range of the screen update instruction is determined as the screen offset parameter.

[0192] Optionally, the processor executing the above step of sequentially sending a plurality of sub-offset instructions to the cloud server may include:

[0193] Determine a time interval for sending the plurality of sub-offset instructions according to a preset screen refresh rate and the number of the plurality of sub-offset instructions;

[0194] According to the sending time interval, multiple sub-offset instructions are sent to the cloud server in sequence.

[0195] The cloud game instruction processing method executed by the processor of the above-mentioned embodiment splits the screen offset instruction for the game screen, and sends the split multiple sub-offset instructions to the cloud server in sequence. The time granularity between the instructions is reduced through instruction splitting, ensuring that even if network jamming occurs in the process of sending multiple sub-offset instructions, there are sub-offset instructions that can be rendered at each rendering moment, and there will be no situation where a rendering moment is completely jammed and there is no screen rendering update. Moreover, the offset amplitude between the screen rendered by the sub-offset instruction before the jam and the sub-offset instruction after the jam is very small, the screen changes appear smoother, and the player's visual perception is smaller, thereby improving the player's gaming experience.

[0196] Specifically, the processor executes the steps of the cloud game instruction processing method applied to the cloud server, which may include:

[0197] Receive multiple sub-offset instructions sent by a terminal device, where the multiple sub-offset instructions are obtained by the terminal device splitting the screen offset instructions for the current game screen; render and update the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data; send the multiple screen rendering data to the terminal device, so that the terminal device displays the game screen in sequence according to the multiple screen rendering data.

[0198] Optionally, the processor executes the above step of rendering and updating the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data, which may include:

[0199] The rendering time interval is determined according to the preset screen refresh rate; if multiple sub-offset instructions are received within a rendering time interval, the current game screen is rendered and updated according to the multiple sub-offset instructions at the rendering time after the rendering time interval to obtain multiple screen rendering data.

[0200] Optionally, the processor executes the above step of rendering and updating the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data, which may also include:

[0201] If multiple sub-offset instructions are received within multiple rendering time intervals, the current game screen is rendered and updated according to the received sub-offset instructions at multiple rendering moments after the multiple rendering time intervals to obtain multiple screen rendering data.

[0202] In the cloud game instruction processing method executed by the processor of the above-mentioned embodiment, the cloud server renders the screen by splitting the multiple sub-offset instructions of the terminal device. The time granularity between the instructions is reduced by instruction splitting, thereby ensuring that even if a network freeze occurs in the process of sending multiple sub-offset instructions, there are sub-offset instructions that can be rendered at each rendering moment, and there will be no situation where a rendering moment is completely frozen and there is no screen rendering update. Moreover, the offset amplitude between the screen rendered by the sub-offset instruction before the freeze and the sub-offset instruction after the freeze is very small, the screen changes appear smoother, and the player's visual perception is smaller, thereby improving the player's gaming experience.

[0203] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0204] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0205] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0206] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.

[0207] The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims

1. A cloud game instruction processing method, characterized in that: Applied to a terminal device, the method comprises: Get the screen offset instruction for the current game screen; Splitting the picture offset instruction to obtain a plurality of sub-offset instructions; Sending the multiple sub-offset instructions to the cloud server in sequence, so that the cloud server renders and updates the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data; receiving the plurality of screen rendering data returned by the cloud server in sequence; The game screens are displayed in sequence according to the multiple screen rendering data.

2. The method according to claim 1, characterized in that The step of obtaining a screen offset instruction for the current game screen includes: Monitoring the current game screen; If a screen shift trigger event for the current game screen is monitored, the screen shift instruction is generated according to the screen shift trigger event.

3. The method according to claim 2, characterized in that The monitoring of the current game screen includes: monitoring a sliding touch event input through the current game screen; or, Monitor the perspective switching event for the current game screen; or, Monitor the screen offset event triggered by the game process in the current game screen.

4. The method according to claim 1, characterized in that The picture offset instruction is split to obtain a plurality of sub-offset instructions, including: Obtaining a picture shift parameter corresponding to the picture shift instruction; The picture offset parameter is equally divided to obtain the multiple sub-offset instructions.

5. The method according to claim 4, characterized in that If the screen shift instruction is a sliding touch instruction, the acquiring of a screen shift parameter corresponding to the screen shift instruction includes: The sliding distance of the sliding touch instruction is determined as the screen offset parameter.

6. The method according to claim 4, characterized in that If the picture shift instruction is a view angle switching instruction, obtaining a picture shift parameter corresponding to the picture shift instruction includes: The perspective offset angle of the perspective switching instruction is determined as the picture offset parameter.

7. The method according to claim 4, characterized in that If the picture shift instruction is a picture update instruction, the acquiring the picture shift parameter corresponding to the picture shift instruction includes: The scene offset range of the picture update instruction is determined as the picture offset parameter.

8. The method according to claim 1, characterized in that The sending the plurality of sub-offset instructions to the cloud server in sequence includes: Determining a time interval for sending the plurality of sub-offset instructions according to a preset screen refresh rate and the number of the plurality of sub-offset instructions; The multiple sub-offset instructions are sent to the cloud server in sequence according to the sending time interval.

9. A cloud game instruction processing method, characterized in that: Applied to a cloud server, the method comprises: Receiving a plurality of sub-offset instructions sent by a terminal device, wherein the plurality of sub-offset instructions are obtained by the terminal device splitting a screen offset instruction for a current game screen; Render and update the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data; The plurality of screen rendering data are sent to the terminal device, so that the terminal device displays the game screen in sequence according to the plurality of screen rendering data.

10. The method according to claim 9, characterized in that The rendering and updating of the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data includes: Determine the rendering time interval according to the preset screen refresh rate; If the multiple sub-offset instructions are received within a rendering time interval, the current game screen is rendered and updated according to the multiple sub-offset instructions at a rendering time after the rendering time interval to obtain multiple screen rendering data.

11. The method according to claim 10, characterized in that The rendering and updating of the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data also includes: If the multiple sub-offset instructions are received within multiple rendering time intervals, the current game screen is rendered and updated according to the received sub-offset instructions at multiple rendering moments after the multiple rendering time intervals to obtain the multiple screen rendering data.

12. A cloud game instruction processing device, characterized in that: Applied to a terminal device, the device comprises: An acquisition module is used to obtain a screen offset instruction for the current game screen; A splitting module, used for splitting the picture offset instruction to obtain multiple sub-offset instructions; An instruction sending module, used for sending the plurality of sub-offset instructions to the cloud server in sequence, so that the cloud server renders and updates the current game screen according to the plurality of sub-offset instructions to obtain a plurality of screen rendering data; A data receiving module, used for sequentially receiving the plurality of picture rendering data returned by the cloud server; The display module is used to display the game screens in sequence according to the multiple screen rendering data.

13. A cloud game instruction processing device, characterized in that: Applied to a cloud server, the device comprises: An instruction receiving module, used for receiving a plurality of sub-offset instructions sent by a terminal device, wherein the plurality of sub-offset instructions are obtained by the terminal device splitting a screen offset instruction for a current game screen; A screen rendering module, used for rendering and updating the current game screen according to the multiple sub-offset instructions to obtain multiple screen rendering data; The data sending module is used to send the multiple screen rendering data to the terminal device, so that the terminal device displays the game screen in sequence according to the multiple screen rendering data.

14. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the program instructions to perform the steps of the cloud game instruction processing method as described in any one of claims 1 to 8, or the steps of the cloud game instruction processing method as described in any one of claims 9 to 11.

15. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by the processor, the steps of the cloud game instruction processing method as described in any one of claims 1 to 8, or the steps of the cloud game instruction processing method as described in any one of claims 9 to 11 are executed.