Vehicle-mounted game console, vehicle-mounted game execution method and vehicle-mounted game equipment

By designing independent CPUs and GPUs, and using audio conversion bus and bridge technology, the existing car universal hosts cannot meet the requirements of large gaming performance, realizing the collaboration between car game consoles and universal hosts, for the car for the car Controlling large -scale games provides technical support.

CN119367747APending Publication Date: 2025-01-28LCFC HEFEI ELECTRONICS TECH
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Patent Information

Application Number
CN202411237082.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-03
Publication Date
2025-01-28

AI Technical Summary

Technical Problem

The general-purpose host on existing cars cannot meet the performance needs of controlling large games, and the game platform shares resources with the car cockpit, affecting the main functions of the host.

Method used

Designed a car game console, which contains independent CPUs and GPUs. The audio data is converted into USB data through audio conversion bus and bridge, and video data transmission is transmitted through Ethernet and converters. Essence

Benefits of technology

The coordinated work of the car game host and the car universal host provides technical support for controlling large games on the car, and the game does not affect the cockpit machine system when running.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a vehicle-mounted game console, a vehicle-mounted game execution method and vehicle-mounted game device.The vehicle-mounted game console comprises a first body, the first body comprises an audio conversion bus, and the vehicle-mounted game console transmits audio data from a vehicle-mounted universal host through the audio conversion bus; the first body further comprises a first bridge, and the first bridge is connected with a central processing unit (CPU) of the first body and used for converting audio data from the vehicle-mounted universal host into universal serial bus (USB) data to be processed by the CPU so that the vehicle-mounted game host can load game programs based on the USB data. Cooperative work of the vehicle-mounted game host and the vehicle-mounted universal host is achieved, and technical support is provided for controlling large games on an automobile.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a vehicle-mounted game console, a method for executing a vehicle-mounted game, and a vehicle-mounted game device. Background Art

[0002] With the rapid development of new energy vehicles, cars are no longer just a means of transportation. The comfort, convenience and entertainment of cars are gradually attracting attention. Generally, there is a general host in the car, which is mainly used for human-computer interaction, navigation, playing music or supporting some small entertainment games, etc. For the scenario where users want to control large games in the car, the performance of the general host in the car is not enough. Summary of the invention

[0003] The present application provides an in-vehicle game console, an execution method of an in-vehicle game, and an in-vehicle game device to at least solve the above technical problems existing in the prior art.

[0004] According to a first aspect of the present application, there is provided a vehicle-mounted game console, the vehicle-mounted game console comprising a first body, the first body comprising an audio conversion bus, the vehicle-mounted game console transmitting audio data from a vehicle-mounted universal host via the audio conversion bus;

[0005] The first body also includes a first bridge, which is connected to the central processing unit CPU of the first body and is used to convert audio data from the vehicle-mounted universal host into universal serial bus USB data for CPU processing, so that the vehicle-mounted game host can load the game program based on the USB data.

[0006] In one possible implementation manner, the vehicle-mounted game console communicates with the vehicle-mounted universal host based on the vehicle-mounted Ethernet through the CPU of the first body to transmit non-audio and video data with a transmission rate higher than a first preset threshold; and the vehicle-mounted game console also includes a converter, which is connected to the graphics processor GPU of the first body, and is used to convert the display interface DP data of the GPU of the first body into type-c interface data to communicate with the vehicle-mounted universal host to transmit video data.

[0007] In one possible implementation manner, the vehicle-mounted game console also includes a second body, and the first body and the second body are detachably connected via a connector; wherein the second body includes a microcontroller unit MCU, and the vehicle-mounted game console communicates with the vehicle-mounted universal host via the MCU of the second body to transmit non-audio and video data having a transmission rate lower than a first preset threshold.

[0008] In one possible implementation manner, the CPU of the first body is also connected to the connector via a second bridge, and the second bridge is used to convert the UART data of the asynchronous receiver / transmitter of the MCU of the second body into USB data to achieve data communication between the MCU of the second body and the CPU of the first body.

[0009] In one possible implementation, the operating system of the in-vehicle game console is the same as the operating system of the in-vehicle universal host.

[0010] In one possible implementation manner, the second body includes a primary power supply circuit for ensuring the power supply stability of the in-vehicle game console.

[0011] According to a second aspect of the present application, a method for executing an in-vehicle game is provided, the method being applied to the in-vehicle game console mentioned above, the method comprising:

[0012] Receiving game command data from a vehicle-mounted universal host; the vehicle-mounted universal host is a host that communicates with the vehicle-mounted game host;

[0013] When the game instruction data is audio data, the game instruction data is converted into first USB data through the audio conversion bus and the first bridge and sent to the CPU of the first body of the vehicle-mounted game console;

[0014] Based on the first USB data, the game program is loaded through the CPU of the first body of the vehicle-mounted game console, and a game interface is generated for display.

[0015] In one possible implementation, it also includes:

[0016] When the game command data is non-audio and video data and the transmission rate of the game command data is lower than a first preset threshold, the game command data is converted into second USB data through the MCU of the second body and the second bridge and sent to the CPU of the first body of the in-vehicle game console;

[0017] Based on the second USB data, the game program is loaded through the CPU of the first body of the vehicle-mounted game console, and a game interface is generated for display.

[0018] In one possible implementation, it also includes:

[0019] When the game instruction data is non-audio and video data and the transmission rate of the game instruction data is higher than a first preset threshold, sending the game instruction data to the CPU of the first body of the in-vehicle game console via the in-vehicle Ethernet;

[0020] Based on the game instruction data, the game program is loaded through the CPU of the first body of the vehicle-mounted game console to generate a game interface for display.

[0021] In one possible implementation manner, the step of loading the game program through the CPU of the first body of the vehicle-mounted game console and generating a game interface for display includes:

[0022] Reading relevant running resources of the game through the CPU of the first body of the in-vehicle game console;

[0023] Determining the running environment of the game based on the relevant running resources of the game;

[0024] Rendering the content to be displayed in the running environment of the game;

[0025] Based on the content to be displayed after rendering, a game interface is generated for display.

[0026] According to a third aspect of the present application, a vehicle-mounted gaming device is provided, the vehicle-mounted gaming device comprising the aforementioned vehicle-mounted gaming console and a radiator device, the radiator device being connected to the vehicle-mounted gaming console for dissipating heat from the vehicle-mounted gaming console.

[0027] The in-vehicle game console, in-vehicle game execution method and in-vehicle game device provided by the present application, wherein the in-vehicle game console comprises a first body, the first body comprises an audio conversion bus, and the in-vehicle game console transmits audio data from the in-vehicle universal host through the audio conversion bus; the first body also comprises a first bridge, the first bridge is connected to the central processing unit CPU of the first body, and is used to convert the audio data from the in-vehicle universal host into universal serial bus USB data for CPU processing, so that the in-vehicle game console can load the game program based on the USB data. The in-vehicle game console and the in-vehicle universal host can work together, providing technical support for controlling large-scale games in cars.

[0028] It should be understood that the content described in this section is not intended to identify the key or important features of the embodiments of the present application, nor is it intended to limit the scope of the present application. Other features of the present application will become easily understood through the following description. BRIEF DESCRIPTION OF THE DRAWINGS

[0029] By reading the detailed description below with reference to the accompanying drawings, the above and other purposes, features and advantages of the exemplary embodiments of the present application will become readily understood. In the accompanying drawings, several embodiments of the present application are shown in an exemplary and non-limiting manner, wherein:

[0030] In the drawings, the same or corresponding reference numerals represent the same or corresponding parts.

[0031] Figure 1 The overall schematic diagram of the vehicle-mounted game console according to the embodiment of the present application is shown;

[0032] Figure 2A specific schematic diagram of the first body of the vehicle-mounted game console according to an embodiment of the present application is shown;

[0033] Figure 3 A schematic diagram showing a hollowed-out portion of a metal shell of a vehicle-mounted game console according to an embodiment of the present application is shown;

[0034] Figure 4 A specific schematic diagram of the second body of the vehicle-mounted game console according to an embodiment of the present application is shown;

[0035] Figure 5 A schematic diagram of the implementation flow of the method for executing the in-vehicle game according to an embodiment of the present application is shown;

[0036] Figure 6 The software architecture diagram of the vehicle-mounted game console according to the embodiment of the present application is shown;

[0037] Figure 7 A schematic diagram showing information interaction between a vehicle-mounted game console and a vehicle-mounted universal console according to an embodiment of the present application is shown;

[0038] Figure 8 An overall schematic diagram of the vehicle-mounted gaming device according to an embodiment of the present application is shown. DETAILED DESCRIPTION

[0039] In order to make the purpose, features, and advantages of the present application more obvious and easy to understand, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction 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. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present application.

[0040] It is understandable that the general-purpose host in the car is currently mainly used for human-computer interaction, navigation, wireless network or Bluetooth connection, HUD (Head Up Display) display and other functions, and games are auxiliary functions. In addition, the game platform Steam and the car cockpit share the same CPU (Central Processing Unit), RAM (random access memory), disk, etc. The resource sharing between the two also has a certain impact on the main functions of the car host itself. In addition, for large-scale 3A quality games, independent high-performance CPU and GPU (Graphics Processing Unit) are required for logic processing and graphics rendering, which cannot be met by the current performance of the general-purpose host in the car.

[0041] The embodiment of the present application provides a vehicle-mounted game console, a method for executing vehicle-mounted games, and a vehicle-mounted game device, wherein the vehicle-mounted game console includes a first body, the first body includes an audio conversion bus, and the vehicle-mounted game console transmits audio data from a vehicle-mounted universal host through the audio conversion bus; the first body also includes a first bridge, the first bridge is connected to the central processing unit CPU of the first body, and is used to convert the audio data from the vehicle-mounted universal host into universal serial bus USB data for CPU processing, so that the vehicle-mounted game console can load the game program based on USB data. The vehicle-mounted game console of the embodiment of the present application has an independent processor (CPU, GPU, etc.), and the vehicle-mounted game console is single-function, and the game does not affect the cockpit vehicle system (vehicle-mounted universal host) when it is running. In addition, the embodiment of the present application also realizes the collaborative work of the vehicle-mounted game console and the vehicle-mounted universal host, providing technical support for controlling large-scale games in the car.

[0042] The embodiment of the present application provides a vehicle-mounted game console, Figure 1 This is the overall schematic diagram of the in-car game console. Figure 2 This is a detailed diagram of the first body of the in-vehicle game console. Figure 1 , Figure 2 As shown, the vehicle-mounted game console includes a first body, the first body includes an audio conversion bus, and the vehicle-mounted game console transmits audio data from the vehicle-mounted universal host through the audio conversion bus;

[0043] The first body also includes a first bridge, which is connected to the central processing unit CPU of the first body and is used to convert audio data from the vehicle-mounted universal host into universal serial bus USB data for CPU processing, so that the vehicle-mounted game host can load the game program based on the USB data.

[0044] In the embodiment of the present application, the vehicle-mounted universal host is a host commonly installed in a car, and has the smart cockpit function of a general car. Considering that the audio signal emitted by the vehicle-mounted universal host is a Mic (Microphone) digital signal, the digital signal is connected by an A2B (Automotive Audio Bus) and can be extended downward to more Mics. It is a common audio bus for current cars. A2B is used in the design of vehicle-mounted power amplifiers and microphones, and can pass audio signals to the digital processing unit (DSP). Since its communication protocol is I2S (Inter-IC Sound, integrated circuit built-in audio bus) / TDM (time division multiplexing), and the general game console audio interface is an HD Audio (High Definition Audio) interface, it transmits audio data through the USB (Universal Serial Bus) interface protocol. Therefore, in order to ensure the transmission of audio data between the vehicle-mounted universal host and the vehicle-mounted game console, in the embodiment of the present application, an audio conversion bus (i.e. Figure 2 The vehicle-mounted game console transmits the audio data from the vehicle-mounted universal host through the audio conversion bus. Since the audio transmission protocol of the general game console is inconsistent with the audio transmission protocol of the vehicle-mounted universal host, the embodiment of the present application further provides a first bridge in the first body of the vehicle-mounted game console. The first bridge is connected to the CPU of the first body and is used to convert the audio data (such as I2S data) from the vehicle-mounted universal host into USB data for CPU processing, so that the vehicle-mounted game console can load the game program based on the USB data. Through the adaptation of the audio conversion bus (A2B bus) and the first bridge, not only is the compatibility good and the cost low, but also no code development is required, thereby achieving the purpose of transmitting the vehicle-mounted Mic audio data to the game console CPU.

[0045] It should be noted that the in-vehicle game console in the embodiment of the present application includes components that a general console has, such as a CPU module, a GPU module, etc. Figure 2As shown, the GPU module on the first body includes GDDR6 (Graphics Double Data Rate 6, the sixth generation of graphics dedicated double data rate synchronous dynamic random access memory) and 2MB ROM (read only memory) VBIOS (Video Basic Input Output System) and GPU. Among them, GDDR6 provides 16GB of graphics synchronous dynamic random access storage space for the GPU, which is designed for computer applications with high bandwidth requirements. 2MB ROM provides VBIOS storage space for the GPU for power-on management and initialization configuration of the GPU. The CPU module, as the computing and control core of the computer system, is the final execution unit for information processing and program running. It is connected to the GPU through PCIE GEN4 16X (the fourth generation PCIe bus), and the GPU is used to construct and render the video information input by the system. In addition, the in-vehicle game console may also include a display buffer memory and a RAMD / A converter. The display buffer memory is used to store the graphics information to be displayed and to save the intermediate data of the graphics operation. The RAMD / A converter is used to convert binary numbers into analog signals that are compatible with the display, so as to transmit them to the vehicle-mounted universal host, which will then project the screen for display. Two DDR5 (Double Data Rate 5, the fifth generation of double data rate synchronous dynamic random access memory) are connected to the CPU via the Memory BUS (memory bus), providing the CPU with 32GB of double rate synchronous dynamic random access storage space, with a bandwidth of up to 5600MT / s. The SSD (solid state disk) is connected to the CPU via PCIE GEN4, providing the CPU with 1TB of solid state storage space for system and user data storage. The 32MB ROM is connected to the CPU via SPI (Serial Peripheral interface, serial peripheral interface) communication, providing storage space for the CPU's BIOS, mainly used to initialize the chip (CPU, memory, PCIE resources, USB, hard disk, etc.) to report resource information to the OS (Operating System, operating system), boot the system (such as cold start), provide the user with an interface to interact with the chip, and lock the hard disk for security. EC (Embedded Controller) communicates with CPU and MCU (Microcontroller Unit) through ESPI (see Figure 4The main function is to manage the power supply and temperature of each module of the first body. WiFi&BT (wireless and Bluetooth) is connected to the CPU through USB and PCIE Gen3 interfaces to realize wireless LAN and Bluetooth functions. It can communicate with external devices to realize data transmission and Bluetooth music functions. The wireless network card adopts Wi-Fi6&BT5.2 technology, 2X2MIMO (multiple-inputmultiple-output) antenna technology, dual MAC (access control address), covering 2.4 / 5GHz dual-band, of which the maximum WIFI rate can reach 9.6Gbps, which can provide high-speed wireless network for in-car games.

[0046] In the embodiment of the present application, WIFI and BT share one antenna. In order to reduce the loss of the antenna feeder and the RF connector, the antenna is a built-in antenna. Considering that the shell of this game console is a full metal shell, because the metal shell has the characteristic of shielding wireless signals, in order to improve the radiation efficiency of the antenna, the antenna is fixed on the surface of the metal shell, and the metal shell in the antenna projection area is hollowed out to ensure that the antenna radiation efficiency is greater than or equal to 50% to meet the actual use requirements, such as Figure 3 Shown is a schematic diagram of the hollowed-out portion of the metal shell.

[0047] The vehicle-mounted game console of the embodiment of the present application includes a first body, the first body includes an audio conversion bus, and the vehicle-mounted game console transmits audio data from the vehicle-mounted universal host through the audio conversion bus; the first body also includes a first bridge, the first bridge is connected to the central processing unit CPU of the first body, and is used to convert the audio data from the vehicle-mounted universal host into universal serial bus USB data for CPU processing, so that the vehicle-mounted game console can load the game program based on USB data. The vehicle-mounted game console of the embodiment of the present application has an independent processor (CPU, GPU, etc.), and the vehicle-mounted game console is single-function, and the game does not affect the cockpit vehicle system (vehicle-mounted universal host) when it is running. In addition, the embodiment of the present application also realizes the collaborative work of the vehicle-mounted game console and the vehicle-mounted universal host, providing technical support for controlling large-scale games in the car.

[0048] In an optional scheme, the vehicle-mounted game console communicates with the vehicle-mounted universal host based on the vehicle-mounted Ethernet through the CPU of the first body to transmit non-audio and video data with a transmission rate higher than a first preset threshold; and the vehicle-mounted game console also includes a converter, which is connected to the graphics processor GPU of the first body, and is used to convert the display interface DP data of the GPU of the first body into type-c interface data to communicate with the vehicle-mounted universal host to transmit video data.

[0049] Reference Figure 2As shown, in the embodiment of the present application, the 2.5G vehicle Ethernet is connected to the CPU via PCIE Gen4, which can realize high-frequency non-audio and video data transmission between the vehicle-mounted game console and the vehicle-mounted universal host. Specifically, the user can customize a first preset threshold value. When the data transmission rate is higher than the first preset threshold value, the data is considered to be high-frequency data, and the data will be transmitted between the vehicle-mounted game console and the vehicle-mounted universal host via the vehicle Ethernet. In addition, the vehicle-mounted game console also includes a converter, which is connected to the GPU of the first body, and is used to convert the DP (displayport, display interface) data processed by the GPU into type-c interface data when transmitting video between the vehicle-mounted game console and the vehicle-mounted universal host. The connection charging chip can support 15W charging function transmission to the vehicle-mounted universal host, and finally realize the projection of the screen to the VR (Virtual Reality, virtual reality) device or the display screen of the vehicle-mounted universal host for display. In addition, the first body also includes a LAN (local area network), which is connected to the CPU via PCIE Gen 1, and can realize a 1G RJ-45 Ethernet connection, which is convenient for data communication with the vehicle-mounted universal host or other external devices; it provides hardware support for non-audio and video data transmission and video data transmission at different rates between the vehicle-mounted universal host and the vehicle-mounted game console.

[0050] In an optional scheme, the vehicle-mounted game console also includes a second body, and the first body and the second body are detachably connected via a connector; wherein, the second body includes a microcontroller unit MCU, and the vehicle-mounted game console communicates with the vehicle-mounted universal host via the MCU of the second body to transmit non-audio and video data with a transmission rate lower than a first preset threshold.

[0051] refer to Figure 1 As shown, considering that the in-vehicle game console is a pre-installed product of the car, it is sealed inside the car and is not conducive to disassembly. Therefore, the in-vehicle game console of the embodiment of the application also includes a second body, which is connected to the vehicle wiring harness and fixed inside. The first body is connected to the second body through a slot connector (specifically a B2B connector), which can facilitate disassembly and upgrading of hardware configuration in the later stage. Among them, the specific schematic diagram of the second body is as follows Figure 4As shown. The second body includes an MCU, and the MCU can communicate with the vehicle-mounted universal host through CAN communication (CAN can communicate with the vehicle-mounted universal host through can_H (high data line) and can_L (low data line), and transmit the data to the MCU through can_TX / RX (transmit pin / receive pin), which can achieve the purpose of transmitting the status data of the whole vehicle and waking up the game host) to transmit low-rate non-audio and video data, specifically, to transmit non-audio and video data with a transmission rate lower than the first preset threshold. Exemplarily, when a user enables the in-vehicle game host to control a racing game, the steering direction and angle data of the car's steering wheel need to be transmitted to the in-vehicle game host through the in-vehicle universal host to simulate the steering direction and angle of the virtual steering wheel. The steering direction, angle and other data of the car's steering wheel are internal data of the car, and the transmission rate requirement is relatively low. Therefore, the MCU based on the second body communicates with the vehicle-mounted universal host through CAN communication, and can transmit non-audio and video data with a transmission rate lower than the first preset threshold.

[0052] In an optional solution, the CPU of the first body is also connected to the connector via a second bridge, and the second bridge is used to convert the UART data of the asynchronous receiver / transmitter of the MCU of the second body into USB data to realize data communication between the MCU of the second body and the CPU of the first body.

[0053] Combination Figure 2 , Figure 4 As shown, the CPU of the first body is also connected to the connector through a second bridge, and the second bridge is used to convert the UART data of the asynchronous receiver and transmitter of the MCU of the second body into USB data, so as to realize data communication between the MCU of the second body and the CPU of the first body. It is equivalent to the second body communicating with the vehicle-mounted universal host through the MCU, and then converting the UART data output by the MCU into USB data and transmitting it to the CPU for processing through the second bridge. The communication between the MCU and the CPU is realized by setting the second bridge. In addition, the MCU can also pass the received data to the EC through GPIO (General-Purpose Input / Output), thereby realizing the communication between the vehicle-mounted universal host and the vehicle-mounted game host.

[0054] In an optional solution, the operating system of the vehicle-mounted game console is the same as the operating system of the vehicle-mounted universal host.

[0055] In the embodiment of the present application, since the operating system of the vehicle-mounted universal host is generally a Linux system, in order to ensure the coordinated work between the vehicle-mounted universal host and the vehicle-mounted game host, the vehicle-mounted game host also uses the Linux operating system to achieve communication between the two.

[0056] In an optional solution, the second body includes a primary power supply circuit to ensure the power supply stability of the in-vehicle game console.

[0057] refer to Figure 4 As shown, the second body also includes a primary power supply circuit, which is connected to the MCU to ensure the power supply stability of the vehicle-mounted game console. The general game console is input through the adapter 20V voltage, and the vehicle-mounted universal host power supply input is generally 9-16V. Considering the special working conditions of the car, the input voltage may sometimes reach more than 30V. In order to ensure the normal power input, it is necessary to use the Buck-boost primary power supply circuit. Regardless of the working conditions, the power input voltage of the vehicle-mounted game console can be stabilized at 20V. Due to the insufficient single-channel driving capability, the primary power supply circuit of the embodiment of the present application includes 2 channels, which are respectively detected by the two output currents, and then amplified by the error amplifier. The output of the amplifier is connected to the Buck-boost feedback circuit to modulate the output voltage of the converter to achieve balanced power sharing. Without sacrificing output regulation, a 1% error balanced load is achieved to ensure power-on timing synchronization and prevent abnormal startup of the vehicle-mounted game console.

[0058] The embodiment of the present application also provides a method for executing an in-vehicle game, and the method is applied to the in-vehicle game console mentioned above, such as Figure 5 As shown, the method includes:

[0059] S501: receiving game instruction data from a vehicle-mounted universal host; the vehicle-mounted universal host is a host that communicates with the vehicle-mounted game host.

[0060] In this step, the user can start the game through the game controller connected to the vehicle game console via WiFi or BT, or through the display screen of the vehicle universal host. After the game is started, in the scenario where the vehicle universal host transmits data to the vehicle game console, the game instruction data from the vehicle universal host is read.

[0061] S502: When the game instruction data is audio data, the game instruction data is converted into first USB data through the audio conversion bus and the first bridge and sent to the CPU of the first body of the vehicle-mounted game console.

[0062] In this step, when the game command data is audio data, the game command data is converted into (first) USB data through the aforementioned audio conversion bus (A2B bus) and the first bridge and sent to the CPU of the vehicle-mounted game console. For the specific conversion principle, please refer to the detailed description of the above related parts and will not be repeated here.

[0063] S503: Based on the first USB data, a game program is loaded through the CPU of the first body of the in-vehicle game console to generate a game interface for display.

[0064] In this step, after the CPU of the first body of the vehicle-mounted game console obtains the (first) USB data, the CPU can load the game program based on the USB data and generate a game interface for display. For the specific process, please refer to the detailed description of the relevant parts below, which will not be repeated here.

[0065] In the scheme shown in step S501 to step S503, by converting the audio game instruction data, the received data can be converted into data that can be recognized by the CPU, providing a data basis for the CPU to generate a game interface based on the converted data.

[0066] In an optional solution, it also includes:

[0067] When the game command data is non-audio and video data and the transmission rate of the game command data is lower than a first preset threshold, the game command data is converted into second USB data through the MCU of the second body and the second bridge and sent to the CPU of the first body of the in-vehicle game console;

[0068] Based on the second USB data, the game program is loaded through the CPU of the first body of the vehicle-mounted game console, and a game interface is generated for display.

[0069] In the present application, when the received game instruction data is non-audio and video data and the transmission rate of the data is lower than the first preset threshold, as described above, by Figure 4 The MCU of the second body of the vehicle-mounted game console shown in FIG. Figure 2 The second bridge shown converts the game command data into (second) USB data and sends it to the CPU of the first body of the vehicle-mounted game console, so that the CPU can load the game program based on the (second) USB data and generate a game interface. The functions of the MCU and the second bridge can be described in detail in the above related parts, which will not be repeated here.

[0070] In addition, when the in-vehicle game console transmits video data to the in-vehicle universal host for screen projection, the DP data output by the GPU is converted into type-c interface data through the converter and transmitted to the in-vehicle universal host.

[0071] In an optional solution, it also includes:

[0072] When the game instruction data is non-audio and video data and the transmission rate of the game instruction data is higher than a first preset threshold, sending the game instruction data to the CPU of the first body of the in-vehicle game console via the in-vehicle Ethernet;

[0073] Based on the game instruction data, the game program is loaded through the CPU of the first body of the vehicle-mounted game console to generate a game interface for display.

[0074] In the present application, when the received game instruction data is non-audio and video data and the transmission rate of the data is higher than the first preset threshold, as described above, by Figure 2 or Figure 4 The in-vehicle Ethernet shown sends the game instruction data to the CPU of the first body of the in-vehicle game console, so that the CPU can load the game program based on the game instruction data and generate the game interface. Please refer to the detailed description of the above related parts for the role of the in-vehicle Ethernet, which will not be repeated here.

[0075] In an optional solution, the step of loading the game program through the CPU of the first body of the vehicle-mounted game console and generating a game interface for display includes:

[0076] Reading relevant running resources of the game through the CPU of the first body of the in-vehicle game console;

[0077] Determining the running environment of the game based on the relevant running resources of the game;

[0078] Rendering the content to be displayed in the running environment of the game;

[0079] Based on the content to be displayed after rendering, a game interface is generated for display.

[0080] In this application, the in-vehicle game console includes the following at the software level: Figure 6 The software architecture shown includes:

[0081] Application layer:

[0082] (1) Steam Platform: Steam is a digital distribution platform that is mainly used to distribute electronic games and related multimedia content. Steam also provides game communities, multiplayer game matching, digital rights management and other functions. For Linux operating system users, Steam is also an important gaming platform because it provides many games suitable for Linux operating systems.

[0083] (2) System anomaly detection: It can identify and detect abnormal behaviors, errors or potential security issues in the Linux operating system. It is crucial to maintain the stability, security and reliability of the system.

[0084] (3) Log management: Log management is an important part of ensuring system stability, security and performance. All abnormal records will be managed through the log management module.

[0085] (4) Sunshine streaming application: Sunshine streaming allows users to share and play audio and video content between different devices.

[0086] (5) MCU interaction protocol: The protocol enables command interaction between the MCU and the SOC (System on Chip).

[0087] (6) OTA upgrade management: To remotely upgrade the firmware of the SOC and MCU to ensure that they are updated to the latest version.

[0088] (7) Power Management: Power management manages the power and energy-saving functions of the system, which can maximize the service life of the hardware and minimize energy consumption.

[0089] (8) System status management: System status management can monitor, adjust and maintain various states of the system to ensure the stability, security and performance of the system.

[0090] Service layer:

[0091] (1) Proton: Enables Windows games to run on Linux. It is a collection of software that extends the popular API (Application Programming Interface) translation layer Wine to provide high-performance and low-overhead Vulkan API. It enables the Steam client to run games that are exclusive to the Windows ecosystem on Linux.

[0092] (2) FFmpeg: FFmpeg is an open source computer program that can be used to record, convert digital audio and video, and convert them into streams. It provides a complete solution for recording, converting, and streaming audio and video, and includes a very advanced audio / video codec library libavcodec. In order to ensure high portability and codec quality, many codes in libavcodec are developed from scratch.

[0093] (3) Display device manager: Display manager functions are generally implemented through xrandr and xorg.conf. Xrandr is a command line tool used to configure the display settings of the Xorg server. The Xrandr command can be used to view the current display settings, add / remove monitors, adjust resolution, refresh rate, etc. xorg.conf is the configuration file of Xorg. Users can manually configure display devices, graphics card drivers, etc. by editing these configuration files.

[0094] (4) Display server: A display server generally refers to a service that provides a graphical user interface (GUI), which allows users to remotely access and manage graphical applications over a network. Two common Linux display servers are Xorg and Wayland. Xorg is the most commonly used display server under Linux, also known as the X protocol (X11). It is responsible for managing graphics display hardware, processing user input (such as keyboard and mouse), and providing the basis for the window system. Xorg provides rich functionality, supports multi-user, multi-tasking, and multi-window, and has a large number of related tools and libraries. Wayland is a new display server protocol that is designed to be more modern and more suitable for modern graphics hardware and applications, while providing better performance and security. Wayland is simpler in design, but its functions are more basic, and it does not provide rich extended functions like Xorg.

[0095] (5) Window Manager: The window manager is used to manage the window drawing deployment of the user interface. The more common one is GNOME Shell. GNOME is a popular desktop environment, and GNOME Shell is its default window manager. It provides a modern user interface with a simple design and powerful functions. KDE Plasma is another popular desktop environment, and its window manager is called KWin. KWin provides a wealth of features, including window effects, virtual desktops, and window decorations.

[0096] (6) KDE plasma: KDE Plasma: is a powerful, flexible and modern desktop environment. It is one of the most popular desktop environments on Linux.

[0097] (7) Audio management server: used to manage audio input and output in the system and perform audio processing.

[0098] (8) Systemd: Systemd is a system and service manager used to start Linux system processes, manage system services and monitor system status.

[0099] (9) Diagnostic Communication Services: Tools and protocols used to monitor, analyze and diagnose CAN bus communications.

[0100] (10) CAN upper layer communication service: software services or protocols used to communicate between the application layer and the CAN bus. These services or protocols are usually used to implement high-level functions such as message passing, device management, data exchange, etc.

[0101] (11) Fault diagnosis service: Read the fault code and analyze the fault of the equipment through the CAN protocol.

[0102] (12) CAN transmission protocol: an efficient and reliable protocol used for communication in fields such as automobiles and industrial control systems.

[0103] Operating system and driver layer: including the Linux operating system, FreeRTOS operating system, A2B, SPI, USB, SSD, CAN, UART, GPIO, etc. as mentioned above.

[0104] Hardware layer: including CPU and MCU.

[0105] The game of the embodiment of the present application belongs to the application layer, and the execution of the game is supported by the service layer and the following layers. After the user starts the game, Sunshine of the application layer transmits the content and sound to be displayed (such as the Steam game screen) to the screen of the vehicle-mounted universal host through the vehicle Ethernet for display and sound output. At the same time, the game instruction data of the vehicle-mounted universal host is transmitted back to the vehicle-mounted game host, and the vehicle-mounted game host loads the game program according to the game instruction data to determine the game interface to be displayed. Specifically, the CPU of the first body will read the relevant running resources, dependent libraries, etc. of the game from the SSD and store them in DDR5 through the file system module provided by Steam based on the operating system. And connect to the Internet through the vehicle Ethernet or WIFI to check whether it needs to be updated. If it needs to be updated, it is upgraded through the OTA module inside the game. Secondly, based on the relevant running resources of the game, Proton is used to establish a Windows running environment for the game to run, and the GPU driver is called to accelerate the rendering of graphics (content to be displayed) to obtain the display content. The GPU window manager overlays and renders the display content output by the game and the KDE desktop environment, and then delivers it to the display server. At the same time, the audio output by the game and the system is delivered to the audio management server for synthesis. The display server synchronizes the overlay rendered image with the audio output by the audio management server, and then outputs it through Sunshine to obtain and display the game interface. The in-vehicle game console can receive new game command data from the in-vehicle universal host in a cycle for multiple times and process it using the CPU and GPU computing units to output the corresponding images and sounds. When the game is abnormal, the in-vehicle game console will perform exception processing, initialize the configuration and re-receive game command data until the game returns to normal. When the game is running normally, the user can exit and stop the game.

[0106] In order to better explain the execution of the in-car game, Figure 7The information interaction process between the vehicle-mounted game console and the vehicle-mounted universal host is shown. The user starts the game through a game controller (which can be a controller connected to the vehicle-mounted game console via wireless or Bluetooth, or a controller connected to the vehicle-mounted universal host via wireless or Bluetooth) or by clicking on the display screen of the vehicle-mounted universal host. In the scenario where the user starts the game by clicking on the display screen of the vehicle-mounted universal host, the vehicle-mounted universal host promptly sends instructions to the MCU domain of the vehicle-mounted game console in sleep standby through CAN communication. After receiving the instructions, the MCU will parse the received instructions, wake up the CPU domain of the vehicle-mounted game console, and power on all devices in the CPU domain of the vehicle-mounted game console in time. When the CPU domain of the vehicle-mounted game console is powered on, the screen projection service in the vehicle-mounted universal host communicates with it based on the audio and video RTSP protocol of the vehicle Ethernet, and obtains the image transmitted from the vehicle-mounted game console in real time (the image obtained by the data obtained by the CPU being rendered by the GPU). At the same time, the image rendered by the GPU can also be displayed through a VR device or display screen connected to the vehicle-mounted game console. When the game needs to be closed, the user disconnects the screen projection content by clicking the exit button in the screen projection interface of the vehicle-mounted universal host. At the same time, the screen projection service in the CPU domain of the vehicle-mounted game console will promptly send a screen projection-closing instruction to the vehicle-mounted universal host through the CAN communication based on the vehicle Ethernet to turn off the screen projection and restore to its original desktop system. It can effectively wake up the dormant vehicle-mounted game console and reduce power consumption. On the one hand, general vehicle-mounted universal hosts do not have high-performance CPU and GPU support. On the other hand, many large-scale games are only available in Windows versions, and the Linux system of the vehicle-mounted universal host cannot adapt to large-scale games at all. The vehicle-mounted game console of the embodiment of the present application not only has an independent CPU and GPU specifically for executing games, but also can run all large-scale Windows versions of games based on the Proton mechanism on Linux. At the same time, the stability of the entire vehicle-mounted game console system is greatly enhanced by using the Linux operating system.

[0107] The present application also provides a vehicle-mounted gaming device, such as Figure 8 As shown, the vehicle-mounted game device includes the aforementioned vehicle-mounted game console and a radiator device, and the radiator device is connected to the vehicle-mounted game console for dissipating heat for the vehicle-mounted game console.

[0108] It can be understood that when the game scene is more complicated, the GPU, CPU, and Thermal Sensor of the car game console will detect that the power consumption of the whole machine is too high, and will reduce the frequency. At the same time, the temperature of the whole machine will be transmitted to the radiator device connected to it through CAN communication to enhance the heat dissipation capacity and ensure the performance of the car game console.

[0109] It should be understood that the various forms of processes shown above can be used to reorder, add or delete steps. For example, the steps recorded in this application can be executed in parallel, sequentially or in different orders, as long as the expected results of the technical solution disclosed in this application can be achieved, and this document is not limited here.

[0110] In addition, the terms "first" and "second" are used for descriptive purposes only and should not be understood as indicating or implying relative importance or implicitly indicating the number of technical features indicated. Therefore, a feature defined as "first" or "second" may explicitly or implicitly include at least one of the features. In the description of this application, the meaning of "plurality" is two or more, unless otherwise clearly and specifically defined.

[0111] The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto. Any person skilled in the art who is familiar with the present 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 car game console, characterized in that: The vehicle-mounted game console comprises a first body, the first body comprises an audio conversion bus, and the vehicle-mounted game console transmits audio data from the vehicle-mounted universal host through the audio conversion bus; The first body also includes a first bridge, which is connected to the central processing unit CPU of the first body and is used to convert audio data from the vehicle-mounted universal host into universal serial bus USB data for CPU processing, so that the vehicle-mounted game host can load the game program based on the USB data.

2. The vehicle-mounted game console according to claim 1, characterized in that: The vehicle-mounted game console communicates with the vehicle-mounted universal host based on the vehicle-mounted Ethernet through the CPU of the first body to transmit non-audio and video data with a transmission rate higher than a first preset threshold; and the vehicle-mounted game console also includes a converter, which is connected to the graphics processor GPU of the first body, and is used to convert the display interface DP data of the GPU of the first body into type-c interface data to communicate with the vehicle-mounted universal host to transmit video data.

3. The vehicle-mounted game console according to claim 1, characterized in that: The vehicle-mounted game console also includes a second body, and the first body and the second body are detachably connected via a connector; wherein the second body includes a microcontroller unit MCU, and the vehicle-mounted game console communicates with the vehicle-mounted universal host via the MCU of the second body to transmit non-audio and video data with a transmission rate lower than a first preset threshold.

4. The vehicle-mounted game console according to claim 3, characterized in that: The CPU of the first body is also connected to the connector via a second bridge, and the second bridge is used to convert the UART data of the asynchronous receiver / transmitter of the MCU of the second body into USB data to realize data communication between the MCU of the second body and the CPU of the first body.

5. The vehicle-mounted game console according to any one of claims 1 to 4, characterized in that: The operating system of the vehicle-mounted game console is the same as the operating system of the vehicle-mounted universal console.

6. The vehicle-mounted game console according to claim 3, characterized in that: The second body includes a primary power supply circuit for ensuring the power supply stability of the vehicle-mounted game console.

7. A method for executing an in-car game, characterized in that: The method is applied to the in-vehicle game console according to any one of claims 1 to 6, and the method comprises: Receiving game command data from a vehicle-mounted universal host; the vehicle-mounted universal host is a host that communicates with the vehicle-mounted game host; When the game instruction data is audio data, the game instruction data is converted into first USB data through the audio conversion bus and the first bridge and sent to the CPU of the first body of the vehicle-mounted game console; Based on the first USB data, the game program is loaded through the CPU of the first body of the vehicle-mounted game console, and a game interface is generated for display.

8. The method according to claim 7, characterized in that Also includes: When the game command data is non-audio and video data and the transmission rate of the game command data is lower than a first preset threshold, the game command data is converted into second USB data through the MCU of the second body and the second bridge and sent to the CPU of the first body of the in-vehicle game console; Based on the second USB data, the game program is loaded through the CPU of the first body of the vehicle-mounted game console, and a game interface is generated for display.

9. The method according to claim 7, characterized in that: Also includes: When the game instruction data is non-audio and video data and the transmission rate of the game instruction data is higher than a first preset threshold, sending the game instruction data to the CPU of the first body of the in-vehicle game console via the in-vehicle Ethernet; Based on the game instruction data, the game program is loaded through the CPU of the first body of the vehicle-mounted game console to generate a game interface for display.

10. The method according to any one of claims 7 to 9, characterized in that: The method of loading the game program through the CPU of the first body of the vehicle-mounted game console and generating a game interface for display includes: Reading relevant running resources of the game through the CPU of the first body of the in-vehicle game console; Determining the running environment of the game based on the relevant running resources of the game; Rendering the content to be displayed in the running environment of the game; Based on the content to be displayed after rendering, a game interface is generated for display.

11. A vehicle-mounted gaming device, characterized in that: The vehicle-mounted game device comprises the vehicle-mounted game console according to any one of claims 1 to 6 and a radiator device, wherein the radiator device is connected to the vehicle-mounted game console and is used to dissipate heat from the vehicle-mounted game console.