Special effect display control method and device, electronic equipment and storage medium

Through the performance consumption parameters of the preset performance consumption parameters and the current special effects resources, the dynamic selection of special effect resource versions solves the problem of performance consumption caused by the increase in the number of special effects, and improves the display effect and user experience of special effects.

CN119367754APending Publication Date: 2025-01-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411252119.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-06
Publication Date
2025-01-28

AI Technical Summary

Technical Problem

The increase in the number of special effects in the game leads to increased performance consumption, resulting in lag in the interface. With fewer special effects, it is impossible to make full use of higher special effects quality levels to improve the display effect.

Method used

Provide graphic user interface through terminal devices, respond to the trigger event of special effects display, determine the special effects to be displayed and the current first special effects, based on the preset performance consumption parameters and the performance consumption parameters of the first special effect resources, and the special effects of special effects to be displayed to show Select the target special effect resource version in the resource version, update the first special effect resources, and generate display special effects on the graphic user interface.

Benefits of technology

In the case of not exceeding the preset performance consumption, improve the display effect of special effects and improve the user experience, especially if there are less special effects, it can display high -quality special effects.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a special effect display control method and device, electronic equipment and a storage medium, and the method comprises the steps: determining a to-be-displayed special effect and a first special effect currently displayed by a graphical user interface in response to a special effect display trigger event; determining a target special effect resource version from a plurality of special effect resource versions of the to-be-displayed special effect based on a preset performance consumption parameter and the performance consumption parameter of the first special effect resource; the currently displayed first special effect is generated based on a special effect resource version included in the first special effect resource; updating the first special effect resource based on the target special effect resource version; and generating a display special effect on the graphical user interface based on the updated first special effect resource. According to the mode, the special effect resource version used for the to-be-displayed special effect is flexibly selected, under the condition that the special effects currently displayed on the graphical user interface are few, the high-quality special effect can be displayed, the display effect of the special effect is improved while the preset performance consumption is not exceeded, and the user experience is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of special effect technology, and in particular to a display control method, device, electronic device and storage medium for special effects. Background Art

[0002] In games, there are usually various forms of battles to increase the fun of players, and a large number of skills are released during the battle. Each skill usually requires a matching special effect to perform. As the number of special effects increases, the amount of calculation required by the game client in the process of rendering the game interface increases, resulting in increased performance consumption and even interface freezes.

[0003] In related technologies, multiple quality levels are usually set for the same special effect, and special effects of different quality levels use different numbers of particles to express the effect. Generally speaking, the higher the quality level, the more particles are used. When the player sets the level of picture quality in the game client, the quality level of the special effect will be adjusted to the level corresponding to the picture quality level, so that the player's phone will not freeze. However, in this method, when there are fewer special effects, even if the current game client can use a higher special effect quality level, it can only use the special effects corresponding to the current picture quality level, making it difficult for the special effect display effect to reach the optimal state, resulting in a poor player experience. Summary of the invention

[0004] In view of this, the purpose of the present disclosure is to provide a special effect display control method, device, electronic device and storage medium, so as to flexibly select a special effect resource version for the special effect to be displayed, and display higher quality special effects when there are fewer special effects currently displayed on the graphical user interface, thereby improving the display effect of the special effects and enhancing the user experience without exceeding the preset performance consumption.

[0005] In the first aspect, an embodiment of the present disclosure provides a display control method for special effects, providing a graphical user interface through a terminal device; the terminal device has corresponding preset performance consumption parameters; the method includes: in response to a special effect display trigger event, determining the special effect to be displayed, and the first special effect currently displayed in the graphical user interface; the special effect to be displayed has multiple special effect resource versions; different special effect resource versions correspond to different performance consumption parameters; the performance consumption parameters are used to indicate the device performance consumed when generating the special effect based on the special effect resource version of any special effect in the preset special effect set; the preset special effect set includes the special effect to be displayed and the first special effect; based on the preset performance consumption parameters and the performance consumption parameters of the first special effect resource, determine the target special effect resource version from the multiple special effect resource versions of the special effect to be displayed; the currently displayed first special effect is generated based on the special effect resource version included in the first special effect resource; update the first special effect resource based on the target special effect resource version; based on the updated first special effect resource, generate and display the special effect in the graphical user interface.

[0006] In a second aspect, an embodiment of the present disclosure provides a display control device for special effects, which provides a graphical user interface through a terminal device; the terminal device has corresponding preset performance consumption parameters; the device includes: a special effect determination module to be displayed, which is used to determine the special effect to be displayed and the first special effect currently displayed in the graphical user interface in response to a special effect display trigger event; the special effect to be displayed has multiple special effect resource versions; different special effect resource versions correspond to different performance consumption parameters; the performance consumption parameters are used to indicate the device performance consumed when generating a special effect based on the special effect resource version of any special effect in a preset special effect set; the preset special effect set includes the special effect to be displayed and the first special effect; a target special effect resource version determination module is used to determine a target special effect resource version from multiple special effect resource versions of the special effect to be displayed based on the preset performance consumption parameters and the performance consumption parameters of the first special effect resource; the first special effect currently displayed is generated based on the special effect resource version included in the first special effect resource; a resource update module is used to update the first special effect resource based on the target special effect resource version; a special effect generation module is used to generate a display special effect in the graphical user interface based on the updated first special effect resource.

[0007] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the display control method of the above-mentioned special effects.

[0008] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned special effect display control method.

[0009] The embodiments of the present invention bring the following beneficial effects:

[0010] The above-mentioned special effect display control method, device, electronic device and storage medium, in response to a special effect display triggering event, determine the special effect to be displayed and the first special effect currently displayed in the graphical user interface; based on the preset performance consumption parameter and the performance consumption parameter of the first special effect resource, determine the target special effect resource version from multiple special effect resource versions of the special effect to be displayed; the first special effect currently displayed is generated based on the special effect resource version included in the first special effect resource; the first special effect resource is updated based on the target special effect resource version; based on the updated first special effect resource, a display special effect is generated in the graphical user interface. This method flexibly selects the special effect resource version for the special effect to be displayed, and when the special effects currently displayed in the graphical user interface are relatively few, a higher quality special effect can be displayed, and the display effect of the special effect is improved without exceeding the preset performance consumption, thereby improving the user experience.

[0011] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0012] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0014] Figure 1 A flowchart of a special effect display control method provided by an embodiment of the present disclosure;

[0015] Figure 2 A schematic diagram of the structure of a special effect display control device provided by an embodiment of the present disclosure;

[0016] Figure 3 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0017] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure.

[0018] In games, there are usually various forms of battles to increase the fun of players. For example, in multiplayer games, the battle process is accompanied by the release of a large number of skills, and each skill usually requires a matching special effect to perform. As the number of special effects increases, the game client of different terminal devices may experience increased performance consumption. If the performance bottleneck is exceeded, the frame rate will drop significantly.

[0019] Special effects can generally be divided into multiple levels (also called "grades") according to needs, for example, high-grade, medium-grade and low-grade. The difference between them is that a high-grade special effect may have 15 sub-special effects to express the effect, and the number of particles of each sub-special effect will also be larger. The medium sub-special effect is reduced to 10, and the number of particles of the corresponding sub-special effects will also be reduced, and the low-grade is reduced to 5.

[0020] In related technologies, different qualities are usually set for special effects. For example, three levels are set. When the player sets low, medium or high image quality, all special effects will be adjusted to the corresponding level to prevent the player's phone from lagging. For example, low-end mobile phones can only use low-end special effects, and mid-end mobile phones can set medium special effects quality, which will take effect on all special effects in the same game, that is, all mid-range special effects will be used.

[0021] This method basically adopts a one-size-fits-all approach for models with different performances. Setting medium special effects means that this model only plays medium-quality special effects. When encountering some battles with fewer skill special effects, this model can run high-level special effects, but due to the medium quality setting, it cannot show good high-level special effects.

[0022] Based on this, the embodiments of the present disclosure provide a method, device, electronic device and storage medium for controlling the display of special effects. This technology can be applied to scenarios where special effects need to be displayed.

[0023] The display control method of special effects in one embodiment of the present invention can be run on a local terminal device or a server. When the display control method of special effects is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0024] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the display control method of special effects are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting 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, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, 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.

[0025] 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.

[0026] See also Figure 1 First, a special effect display control method provided by an embodiment of the present invention is introduced, and a graphical user interface is provided through a terminal device. The method includes the following steps:

[0027] Step S102, in response to a special effect display triggering event, determining the special effect to be displayed and the first special effect currently displayed in the graphical user interface; the special effect to be displayed has multiple special effect resource versions; different special effect resource versions correspond to different performance consumption parameters; the performance consumption parameters are used to indicate the device performance consumed when generating a special effect based on a special effect resource version of any special effect in a preset special effect set; the preset special effect set includes the special effect to be displayed and the first special effect.

[0028] The above special effect display triggering event may be of various types, such as a virtual object triggering a skill, a virtual object displaying form changing, etc. The special effect display triggering event may be generated by the player's game operation, or may be automatically generated by the game system, which is not limited here.

[0029] The special effect to be displayed corresponding to the special effect display triggering event may be one or more. As mentioned above, in order to adapt to terminal devices with different performances, multiple special effect resource versions will be set in advance for the special effects to be displayed. Special effect resources usually include multiple sub-special effect resources, and each sub-special effect resource is used to implement the corresponding sub-special effect. For example, a special effect to be displayed may include two sub-special effects, dust and halo, and a sub-special effect resource needs to be set for each sub-special effect. The sub-special effect resource can be a particle system resource. Different special effect resource versions usually include different numbers of sub-special effect resources, that is, different numbers of particle system resources included. The higher the level of the special effect resource version, the more particle system resources it includes, and the more computing resources and display resources it occupies in the process of using it to generate special effects, and the greater the performance consumption of the terminal device, that is, the greater the performance consumption parameter.

[0030] The above-mentioned first special effect and the special effect to be displayed are usually included in a preset special effect set. The preset special effect set is usually established based on a game project or other projects, and may include all special effects in the game project, or may only include special effects with multiple special effect resource versions, which is not limited here. Since the number of particles contained in the special effect resource and the display time of the special effect generated by the special effect resource can both indicate to a certain extent the degree of performance consumption of the terminal device when the special effect resource is used, the above-mentioned performance consumption parameter can be the number of particles contained in the special effect resource, or the display time of the special effect generated by the special effect resource, or a parameter determined with the above two as reference values, which is not limited here.

[0031] The first special effect is the special effect being displayed on the graphical user interface. The special effect resources used to generate the first special effect are consuming the performance of the terminal device. Similar to the special effect to be displayed, the first special effect also has multiple special effect resource versions. Each special effect resource version also has corresponding performance consumption parameters. Generally speaking, each special effect has the same number of special effect resource versions, for example, including three special effect resource versions of particle systems that increase in sequence, which is convenient for terminal devices with different performance. No special effects may be displayed in the graphical user interface, in which case the first special effect is empty.

[0032] The above terminal device has a corresponding preset performance consumption parameter. The preset performance consumption parameter is usually used to indicate the maximum performance resource that the terminal device can consume when using special effect resources to generate special effects. The units of the preset performance consumption parameter and the performance consumption parameter of the special effect resource are usually consistent, which is convenient for subsequent determination of the version level of the special effect resource.

[0033] The preset performance consumption parameter can be automatically set by the device system based on the performance of the device, or it can be set by the user. However, the term preset performance consumption parameter is somewhat obscure to ordinary users, and usually easier to understand terms such as "picture quality level" are used to represent the preset performance consumption parameter. When the user sets the "picture quality level" to a certain level, the preset performance consumption parameter is set. Generally speaking, the higher the picture quality level, the larger the corresponding preset performance consumption parameter. For terminal devices with better performance, users can usually set them at will among the preset multiple picture quality levels, while for terminal devices with lower performance, higher picture quality levels are usually not open to users, that is, users cannot set higher picture quality levels.

[0034] Step S104, based on the preset performance consumption parameter and the performance consumption parameter of the first special effect resource, determine the target special effect resource version from multiple special effect resource versions of the special effect to be displayed; the first special effect currently displayed is generated based on the special effect resource version included in the first special effect resource.

[0035] The first special effect resource is usually a special effect resource version among multiple special effect resource versions corresponding to the first special effect, and the performance consumption parameter of the first special effect resource is also predetermined. The first special effect resource can be one or more, corresponding to the number of the first special effects. When the first special effect resource includes multiple, it is necessary to add the performance consumption parameters of the multiple first special effect resources, and then compare the addition result with the preset performance consumption parameter.

[0036] If the added result is equal to or greater than the preset performance consumption parameter, it means that the performance of the device is already very low. At this time, the special effect resource version with a smaller performance consumption parameter among the multiple special effect resource versions to be displayed can be selected as the target special effect resource version.

[0037] If the addition result is less than the preset performance consumption parameter, the special effect resource version with the larger performance consumption parameter among the multiple special effect resource versions of the special effect to be displayed can be selected as the target special effect resource version. Specifically, the difference between the preset performance consumption parameter and the addition result can be calculated, so as to select the special effect resource version with the larger performance consumption parameter less than the difference among the multiple special effect resource versions of the special effect to be displayed as the target special effect resource version.

[0038] As mentioned above, users usually set the image quality level, thereby determining the preset performance consumption parameters. . The image quality level usually also determines the version level of the special effect resource version. For example, the image quality level is divided into 1, 2, 3, and 4 levels, and the version level of the special effect resource version is divided into 1, 2, and 3 levels. You can set the image quality level to 1, the corresponding version level to 1; the image quality level to 2, the corresponding version level to 2; the image quality levels to 3 and 4, the corresponding version level to 3. You can set it according to your needs, and it is not set here.

[0039] In the process of determining the target special effect resource version, it is usually preferred to ensure that the level of the target special effect resource version is not less than the version level corresponding to the image quality level. Therefore, when the above-mentioned addition result is less than the preset performance consumption parameter, the version level can be appropriately increased based on the version level corresponding to the currently set image quality level. For example, if the version level corresponding to the image quality level is 1, the version level corresponding to the special effect to be displayed can be set to 2. When the above-mentioned addition result is less than the preset performance consumption parameter, or is greater than or equal to the preset performance consumption parameter, it is determined that the version level corresponding to the special effect to be displayed is equal to the version level corresponding to the currently set image quality level.

[0040] Step S106: updating the first special effect resource based on the target special effect resource version.

[0041] After the target special effect resource version is determined, the resource corresponding to the target special effect resource version can be determined as the first special effect resource. At this time, the first special effect resource includes the special effect resource of the first special effect and the special effect resource corresponding to the target special effect resource version.

[0042] The first special effect may be one or more. In the first special effect resource, the special effect resource version corresponding to the first special effect is usually determined based on the performance consumption of the special effect generated on the device when the first special effect is triggered and the preset performance consumption parameters, similar to the determination method of the target special effect resource version.

[0043] After the target special effect resource version is added to the first special effect resource, the device performance consumed by the first special effect resource may exceed the preset performance consumption parameter, or still be less than the preset performance consumption parameter. At this time, the special effect resource version of each special effect in the first special effect resource can be adjusted according to this situation to ensure that the device performance consumed by the first special effect resource is not greater than the preset performance consumption parameter, and the special effect resource version of the special effect is higher and the display effect is better.

[0044] If the device performance consumed by the first special effect resource exceeds the preset performance consumption parameter, a special effect resource with a higher special effect resource version in the first special effect resource can be selected and replaced with a special effect resource with a lower version. If the device performance consumed by the first special effect resource is less than the preset performance consumption parameter, a special effect resource with a lower special effect resource version in the first special effect resource can be selected and replaced with a special effect resource with a higher version.

[0045] Step S108: generating a display special effect in the graphical user interface based on the updated first special effect resource.

[0046] After the first special effect resource is updated, the resource data in the first special effect resource can be used to render and generate various special effects required to be displayed in the graphical user interface, thereby generating special effects that match the levels corresponding to various resource versions in the first special effect resource.

[0047] The above-mentioned special effect display control method, in response to a special effect display triggering event, determines the special effect to be displayed and the first special effect currently displayed in the graphical user interface; based on the preset performance consumption parameter and the performance consumption parameter of the first special effect resource, determines the target special effect resource version from multiple special effect resource versions of the special effect to be displayed; the first special effect currently displayed is generated based on the special effect resource version included in the first special effect resource; the first special effect resource is updated based on the target special effect resource version; based on the updated first special effect resource, a display special effect is generated in the graphical user interface. This method flexibly selects the special effect resource version for the special effect to be displayed, and when the special effects currently displayed in the graphical user interface are relatively few, a higher quality special effect can be displayed, and the display effect of the special effect is improved without exceeding the preset performance consumption, thereby improving the user experience.

[0048] The following embodiment provides a specific method for determining a target special effect resource version from a plurality of special effect resource versions of a special effect to be displayed based on a preset performance consumption parameter and a performance consumption parameter of a first special effect resource.

[0049] The performance consumption parameters of any special effect in the above-mentioned preset special effect set can usually be determined before the special effect resource is put into use. For example, for each of the multiple special effect resource versions of any special effect in the preset special effect set, a special effect can be generated in the graphical user interface provided by the terminal device based on the special effect resource version; and the display time of the generated special effect in the graphical user interface is timed. Then, based on the timing result, the performance consumption parameters of the special effect resource version are determined. The timing result can be directly determined as the performance consumption parameter, or the timing result can be normalized based on a preset coefficient, and the processed result can be determined as the performance consumption parameter.

[0050] The special effect resource version of any special effect in the above preset special effect set is usually composed of multiple sub-special effect resources, and the number of sub-special effect resources in different special effect resource versions is usually different. The sub-special effect resources in the special effect resource version with a lower level are usually fewer, and the display special effect generated by the special effect resource version omits some sub-special effects in the higher level version. Since the device emits particles, it consumes a lot of computing resources. The larger the performance consumption parameter corresponding to the special effect resource version, the more sub-special effect resources the special effect resource version includes.

[0051] Sub-effect resources are usually particle systems. When different versions of special effects resources include particle systems corresponding to the same sub-effect, the number of particles in the particle systems in different versions can be the same or different. When the number of particles in the particle systems in different versions is different, the number of particles in a particle system in a higher-level special effects resource version is smaller than the number of particles in the particle system corresponding to the same sub-effect in the higher-level special effects resource version. For example, if a raindrop effect is displayed with 1,000 particles in a higher-level special effects resource version, the raindrop effect is displayed with 800 particles in a lower-level special effects resource version.

[0052] When determining the performance consumption parameters of multiple special effect resource versions of any special effect in a preset special effect set, the number of particles generated by a certain terminal device per unit time can be determined first, and then for each of the multiple special effect resource versions of any special effect in the preset special effect set, based on the number of particles generated and the number of particles in the particle system in the special effect resource version, the particle consumption time corresponding to the special effect resource version is calculated, which is usually the number of particles in the particle system divided by the number of particles generated per unit time, and the result is the particle consumption time corresponding to the special effect resource version. The performance consumption parameters of the special effect resource version can then be determined based on the particle consumption time. Similar to the above timing results, the particle consumption time can be directly determined as the performance consumption parameter, or the particle consumption time can be normalized based on a preset coefficient, and the processed result can be determined as the performance consumption parameter.

[0053] As described above, after the user sets the image quality level, the version level of the special effect resource is determined, and this version level is called the "set version level". The preset performance consumption parameter corresponds to the set version level. Each special effect resource version also has a corresponding version level. Generally speaking, among multiple special effect resource versions corresponding to the same special effect, the larger the performance consumption parameter of the special effect resource version, the higher the version level corresponding to the special effect resource version.

[0054] In actual applications, the target version level corresponding to the special effect to be displayed can be determined based on the preset performance consumption parameters and the performance consumption parameters of the first special effect resource, and the target version level is usually higher than or equal to the set version level. Generally speaking, when the performance consumption parameter of the first special effect resource is less than the preset performance consumption parameter, the target version level corresponding to the special effect to be displayed can be set to the first version level. The first version level can be higher than the set version level, or it can be equal to the set version level. For example, when the set version level is the highest version level, the first version level can only be the same as the set version level, and when the set version level is less than the highest version level, the first version level can be higher than the set version level. When the performance consumption parameter of the first special effect resource is greater than or equal to the preset performance consumption parameter, the set version level is determined as the target version level corresponding to the special effect to be displayed.

[0055] After the target version level is determined, the special effect resource version with the target version level among the multiple special effect resource versions of the special effect to be displayed can be determined as the target special effect resource version. For example, if the target version level is 2, the special effect resource version with the target version level among the multiple special effect resource versions of the special effect to be displayed is the target special effect resource version.

[0056] It is worth noting that the special effect resources of the special effect to be displayed will also consume device performance. Although the performance consumption of the first special effect resource is less than the preset performance consumption parameter, but the difference is not large, the version level corresponding to the special effect to be displayed cannot be blindly improved. A constant N can be set in advance, and N needs to be less than 1. For example, N can be 0.8, 0.6 or 0.5, etc., which is not limited here. In practical applications, it is necessary to determine whether the performance consumption parameter of the first special effect resource is less than N times the preset performance consumption parameter; that is, it is limited that the gap between the performance consumption of the first special effect resource and the preset performance consumption parameter is greater than (1-N)×preset performance consumption parameter. Only when this gap is met, the target version level is set to be higher than the set version level. It is also possible to set the target version level to the highest version level when the gap between the performance consumption parameter of the first special effect resource and the preset performance consumption parameter is particularly large. It can be set specifically according to needs and is not limited here.

[0057] The following embodiment provides a specific method for updating a first special effect resource based on a target special effect resource version.

[0058] After determining the target special effect resource version, the special effect to be displayed can be generated. At this time, the target special effect resource version can also be regarded as the first special effect resource. Specifically, the first special effect resource can be updated so that the updated first special effect resource includes the target special effect resource version. When the sum of the performance consumption parameters of the updated first special effect resource is greater than the preset performance consumption parameters, it is necessary to determine the first special effect resource to be updated from the updated first special effect resource; the first special effect resource to be updated is usually the special effect resource with the highest version level in the updated first special effect resource.

[0059] In specific implementation, the highest version level corresponding to the updated first special effect resource can be first determined, that is, the version levels of each first special effect resource are counted in turn, and the highest version level is determined from the statistical results. When there are multiple second special effect resources with the highest version level in the updated first special effect resources, the first special effect resource to be updated is determined from the multiple second special effect resources based on the display positions of the special effects corresponding to the multiple second special effect resources. Specifically, the display position of the special effect corresponding to the second special effect resource in the graphical user interface can be determined. If the distance between the display position and the center position of the graphical user interface is farther, it means that the special effect has the least impact on the user's visual experience, and the special effect can be determined as the first special effect to be updated.

[0060] When the virtual scene displayed by the graphical user interface includes a controlled virtual character controlled by a terminal device, the user's eyes are usually focused on the controlled virtual character. At this time, for each special effect corresponding to the second special effect resource, the distance between the special effect and the controlled virtual character can be calculated based on the position of the special effect in the virtual scene and the position of the controlled virtual character in the virtual scene; when the distance between the special effect and the controlled virtual character is greater, the special effect has the least impact on the user's visual experience. Therefore, the second special effect resource with the largest distance among multiple second special effect resources can be determined as the first special effect resource to be updated.

[0061] After determining the first special effect resource to be updated, the first special effect resource to be updated can be deleted from the updated first special effect resource, and the low-level special effect resource corresponding to the first special effect resource to be updated can be added to the updated first special effect resource. Among them, the low-level special effect resource is a special effect resource with a lower version level than the first special effect resource to be updated among the special effect resources corresponding to the same special effect as the first special effect resource to be updated. For example, the first special effect resource to be updated is used to generate the second special effect, and the second special effect has multiple special effect resource versions, and the version of the first special effect resource to be updated is 2, then it can be replaced with a special effect resource with a version level of 1. Then, based on the low-level special effect resource, the special effect corresponding to the first special effect resource to be updated can be generated in the graphical user interface.

[0062] After replacing the resources, it is necessary to determine whether the sum of the performance consumption parameters of the updated first special effect resources is greater than the preset performance consumption parameters; if so, it is also necessary to replace part of the first special effect resources with special effect resources with lower version levels through the above method until the sum of the performance consumption parameters of the updated first special effect resources is less than or equal to the preset performance consumption parameters.

[0063] When the special effect corresponding to a special effect resource ends playing, it will not continue to consume device performance, and the special effect resource is called the "third special effect resource". In response to the special effect playback end event corresponding to the third special effect resource in the first special effect resource, update the first special effect resource so that the updated first special effect resource does not include the third special effect resource. Then determine whether the sum of the performance consumption parameters of the updated first special effect resource is less than the preset performance consumption parameters. If so, the resource level can be upgraded. In the specific implementation, it is necessary to determine the second special effect resource to be updated from the updated first special effect resource. Generally speaking, the special effect resource in the first special effect resource whose version level is less than the set version level will be determined as the second special effect resource to be updated.

[0064] After determining the second special effect resource to be updated, it is necessary to delete the second special effect resource to be updated from the updated first special effect resource, and add the high-level special effect resource corresponding to the second special effect resource to be updated to the updated first special effect resource. Similar to the low-level special effect resource, the high-level special effect resource is a special effect resource with a higher version level than the second special effect resource to be updated among the special effect resources corresponding to the same special effect as the second special effect resource to be updated. Then, based on the high-level special effect resource, the special effect corresponding to the second special effect resource to be updated is generated in the graphical user interface.

[0065] Furthermore, it is necessary to continue to determine whether the sum of the performance consumption parameters of the updated first special effect resources is less than the preset performance consumption parameters; if so, the version level of some resources in the first special effect resources can also be upgraded in the above manner until the sum of the performance consumption parameters of the updated first special effect resources is greater than or equal to the preset performance consumption parameters.

[0066] The present disclosure also provides another method for controlling the display of special effects. Figure 1 This method can support all special effects not being in the same level, but can dynamically adjust the quality of special effects that appear in battle according to the current special effect quality level set by the model (equivalent to the above-mentioned "set version level") and the total performance score of the current special effect (equivalent to the above-mentioned "sum of the performance consumption parameters of the first special effect resource"), so that low-end devices can also have better special effects performance.

[0067] This method requires dividing the special effects resources into multiple levels (i.e., multiple "version levels"), making performance consumption scores, and in the special effects rendering process, real-time statistics of the number and position of special effects, as well as the performance consumption scores of the special effects. The performance consumption score is used as the gear control standard, and the individual special effects gear is dynamically set according to the rules based on the importance of the special effect.

[0068] In the process of classifying special effect resources, they can be divided into multiple levels according to needs. The most common ones are low, medium, high, and ultra-high. When making special effects, ultra-high is usually used as the standard. When making special effects, set the ultra-high special effect to consist of 20 sub-special effects with a total number of 5,000 particles. The high, medium, and low grades are reduced on the basis of the ultra-high. For example, the high-end is achieved by hiding 5 of the 20 sub-special effects of the ultra-high end. This process can be set dynamically when the game is running. A special effect defaults to a special effect group, that is, there are multiple sub-special effects.

[0069] When the game is loading, suppose a special effect is composed of 20 sub-effects. When playing, 4 of them are set to invisible. Then only the code logic of 16 sub-effects is running and displayed on the screen. At this time, the performance consumption is approximately equal to the energy consumption of 16 sub-effects. At this time, if the frame rate is still very low, it is judged that the CPU usage of the machine is still very high. The code dynamically sets only 8 selected sub-effects of the special effect to be visible, and the game engine will stop rendering the other 12 sub-effects. Hidden, not displayed, and invisible in the above text all mean the same thing. The visibility of each sub-effect in the game is set by a flag bit, for example, 1 represents visible and 0 represents invisible.

[0070] The number of special effect particles can also be set dynamically in the game. When the special effect is playing, according to the required playback quality, the number of special effect emission particles can be set to a part of the extreme high. For example, if the extreme high is 5000, the high setting is 3000 particles. The same applies to the medium and low settings.

[0071] 5000 and 3000 are empirical values. For example, if a test is based on a certain mobile phone, 5000 or 3000 particles will be emitted by the special effect particle emitter to see how many ns or ms of time this number of particles takes up in each frame on average, and the time consumption of the same machine will be used as a scoring standard. For example, if the time consumption of this special effect on the mobile phone is limited to no more than 1ms, the number of particles can be adjusted to make its time consumption equal to the maximum value of 1ms. Assuming that the special effect can run 4500 times in 1ms, the number of particles of its highest-level special effect is set to 4500, and 0.8ms is 3000 particles corresponding to the high-level. Generally, each special effect has a fixed time budget, from which the number of particles that a special effect should have can be inferred.

[0072] Based on the number of sub-effects and the total number of particles, the performance score of the special effect at different levels is recorded during production. There are two specific methods:

[0073] (1) Estimation method:

[0074] As mentioned above, if it is measured that a certain mobile phone can run N1 special effect particles in 1ms, and the total number of particles of some special effects is N2, then N2 divided by N1 can estimate the total time CT1 of these special effects, in milliseconds. This method can quickly estimate the number of special effect particles set to a certain gear.

[0075] (2) Directly counting actual time consumption method

[0076] Some special effects use a lot of complex models. At this time, you can use code on a mobile phone to automatically run the special effect in the game, and calculate the average special effect time per frame CT2. Use the actual time as a score. If you play this special effect 10 times, you can directly multiply the score by 10.

[0077] Usually the two methods are combined to calculate a special effect performance time as a score.

[0078] Assuming that for a single special effect, the ultra-high, high, medium, and low are set to 1ms, 0.8ms, 0.5ms, and 0.2ms respectively, and the time consumption is equivalent to the score, then the corresponding special effect is calculated or tested, and the highest peak particles of the emitter are assumed to be 5000 / 4000 / 2500 / 1000 respectively. In short, the performance score of a single special effect mixed together must be similar to the actual in-game time consumption of a specific model.

[0079] In the game, there are usually 4 levels of special effect options, low, medium, high, and very high (set to 1, 2, 3, 4). The special effect options do not directly target the special effect resources, but the total performance score of the special effect. For example, low, medium, high, and very high correspond to 500 points, 2000 points, 8000 points, and 20000 points. The total performance score of the special effect is actually the accumulation of all the special effects being played according to their individual special effect level scores. That is, the total score of the special effects appearing in the scene cannot exceed the set level, which is called the maximum level score.

[0080] During the special effect playback process, the special effect level (i.e., the above-mentioned "gear position") of the special effect to be displayed is usually determined in the following manner:

[0081] 1 Set up a unified function func_sfx() as the interface for loading, playing and destroying all special effects in the game. Whenever a special effect is added, it is added to a list SFX1. Whenever a special effect is destroyed, it is removed from SFX1.

[0082] 2 Whenever an effect is added or removed from list SFX1, or when the quality of an effect in list SFX1 is dynamically lowered, the total score of the list will be recalculated.

[0083] 3 When a new special effect needs to be added, a resource path of the special effect is usually passed in. When creating the special effect, we will evaluate the level of effect that the new special effect should display based on the total score of all the special effects in the list SFX1. The evaluation rules are as follows:

[0084] The special effect level of the current game setting is set to n (n=1, 2, 3, 4, corresponding to low, medium, high, and very high), and the maximum level score corresponding to the current level is set to MaxScore.

[0085] AWhen the total score of SFX1 is less than 1 / 3 of MaxScore, the new special effects level can be increased by up to 2 levels based on n.

[0086] B When the total score of SFX1 is less than 2 / 3 of MaxScore, the new special effects level can be increased by up to 1 level based on n.

[0087] CWhen the total score of SFX1 is less than MaxScore, the new special effects performance level can be in level n.

[0088] D When the total score of SFX1 is greater than or equal to MaxScore, the new special effect performance level is temporarily set to level n and added to list SFX1. This indicates that the performance exceeds the device setting requirements. The special effects are downgraded according to the following priority.

[0089] a. Reduce the n+2 level special effects to n+1 level special effects. Each time a special effect is adjusted, a score is calculated. If the score does not exceed MaxScore, the process is completed.

[0090] b. If there is no n+2 level, adjust the n+1 level special effect down to n level. Calculate the score every time a special effect is adjusted. If the score does not exceed MaxScore, the game is completed.

[0091] c. If all special effects are at level n, and if level n-1 exists, then adjust them one by one to level n-1. Each time a special effect is adjusted, a score is calculated, and the process is completed if the score does not exceed MaxScore.

[0092] d. If the special effect is adjusted down one level, there is also a priority order, and the weight mainly includes the distance between the special effect position and the player position

[0093] Since special effects are considered objects in the game, all game engines can easily obtain the position information of a special effect. Usually, only the horizontal coordinates (x1, y1) are obtained. Assuming the player's position is (x2, y2), the Euclidean distance Dis between the special effect and the player is taken, and Dis is sorted. The closer to the player, the more important it is, and the earlier it is upgraded or downgraded.

[0094] 4 Whenever a special effect is destroyed, remove the special effect from SFX1. When the total score of SFX1 is less than MaxScore, adjust the special effect of level n-1 to level n. Continue to adjust them one by one to level n. Calculate the score once for each special effect adjustment. If the score does not exceed MaxScore, continue to adjust. If it exceeds, stop adjusting.

[0095] This method can support all special effects not being at the same level. Instead, it can dynamically adjust the quality of special effects that appear in battle according to the current special effects quality level set by the model and the current performance scores of all special effects, so that low-end devices can also have better special effects performance.

[0096] For the above method embodiments, see Figure 2 A special effect display control device is shown, which provides a graphical user interface through a terminal device; the terminal device has corresponding preset performance consumption parameters; the device includes:

[0097] The to-be-displayed special effect determination module 202 is used to determine the to-be-displayed special effect and the first special effect currently displayed by the graphical user interface in response to the special effect display triggering event; the to-be-displayed special effect has multiple special effect resource versions; different special effect resource versions correspond to different performance consumption parameters; the performance consumption parameter is used to indicate the device performance consumed when the special effect is generated based on the special effect resource version of any special effect in the preset special effect set; the preset special effect set includes the to-be-displayed special effect and the first special effect;

[0098] The target special effect resource version determination module 204 is used to determine the target special effect resource version from multiple special effect resource versions of the special effect to be displayed based on the preset performance consumption parameter and the performance consumption parameter of the first special effect resource; the first special effect currently displayed is generated based on the special effect resource version included in the first special effect resource;

[0099] A resource updating module 206, configured to update the first special effect resource based on the target special effect resource version;

[0100] The special effect generation module 208 is used to generate a display special effect in the graphical user interface based on the updated first special effect resource.

[0101] The above-mentioned display control device for special effects, in response to a special effect display triggering event, determines the special effect to be displayed and the first special effect currently displayed in the graphical user interface; based on the preset performance consumption parameter and the performance consumption parameter of the first special effect resource, determines the target special effect resource version from multiple special effect resource versions of the special effect to be displayed; the first special effect currently displayed is generated based on the special effect resource version included in the first special effect resource; the first special effect resource is updated based on the target special effect resource version; based on the updated first special effect resource, a display special effect is generated in the graphical user interface. This method flexibly selects the special effect resource version for the special effect to be displayed, and when the special effects currently displayed in the graphical user interface are relatively few, a higher quality special effect can be displayed, and the display effect of the special effect is improved without exceeding the preset performance consumption, thereby improving the user experience.

[0102] The above-mentioned preset performance consumption parameters have corresponding set version levels; the version level is used to indicate the corresponding special effect resource version; among multiple special effect resource versions corresponding to the same special effect, the larger the performance consumption parameter of the special effect resource version, the higher the version level corresponding to the special effect resource version; the target special effect resource version determination module is also used to: determine the target version level corresponding to the special effect to be displayed based on the preset performance consumption parameters and the performance consumption parameters of the first special effect resource; the target version level is higher than or equal to the set version level; and determine the special effect resource version with the target version level among the multiple special effect resource versions of the special effect to be displayed as the target special effect resource version.

[0103] The above-mentioned target special effect resource version determination module is also used for: in response to the performance consumption parameter of the first special effect resource being less than the preset performance consumption parameter, setting the target version level corresponding to the special effect to be displayed to the first version level; the first version level is higher than or equal to the set version level; in response to the performance consumption parameter of the first special effect resource being greater than or equal to the preset performance consumption parameter, determining the set version level as the target version level corresponding to the special effect to be displayed.

[0104] The above-mentioned set version level is lower than the highest version level corresponding to multiple special effect resource versions; the target special effect resource version determination module is also used to: determine whether the performance consumption parameter of the first special effect resource is lower than N times the preset performance consumption parameter; N is lower than 1; if so, set the target version level to the first version level; the first version level is higher than the set version level.

[0105] The above-mentioned device also includes a first performance consumption parameter determination module, which is used to: generate a special effect in a graphical user interface provided by a terminal device based on the special effect resource version for each special effect resource version among multiple special effect resource versions of any special effect in a preset special effect set; time the display time of the generated special effect in the graphical user interface, and determine the performance consumption parameters of the special effect resource version based on the timing result.

[0106] The special effect resource version of any special effect in the above-mentioned preset special effect set is composed of multiple sub-special effect resources; the number of sub-special effect resources in different special effect resource versions is different; the more sub-special effect resources a special effect resource version includes, the greater the performance consumption parameter corresponding to the special effect resource version.

[0107] The above-mentioned sub-effect resource is a particle system; the number of particles in the particle system corresponding to the same sub-effect in different special effect resource versions may be the same or different.

[0108] The above-mentioned device also includes a second performance consumption parameter determination module, which is used to: for each special effect resource version in multiple special effect resource versions of any special effect in a preset special effect set, based on a predetermined number of particles generated by the terminal device per unit time and the number of particles in the particle system in the special effect resource version, determine the particle consumption time corresponding to the special effect resource version; based on the particle consumption time, determine the performance consumption parameter of the special effect resource version.

[0109] The above-mentioned resource update module is also used to: update the first special effect resource; the updated first special effect resource includes a target special effect resource version; in response to the sum of the performance consumption parameters of the updated first special effect resource being greater than the preset performance consumption parameters, determine the first special effect resource to be updated from the updated first special effect resource; delete the first special effect resource to be updated from the updated first special effect resource, and add the low-level special effect resource corresponding to the first special effect resource to be updated to the updated first special effect resource; the low-level special effect resource is a special effect resource corresponding to the same special effect as the first special effect resource to be updated, and the version level is lower than the first special effect resource to be updated; determine whether the sum of the performance consumption parameters of the updated first special effect resource is greater than the preset performance consumption parameters; if so, continue to determine the first special effect resource to be updated from the updated first special effect resource until the sum of the performance consumption parameters of the updated first special effect resource is less than or equal to the preset performance consumption parameters.

[0110] The resource update module is further used to: determine the special effect resource with the highest version level in the updated first special effect resource as the first special effect resource to be updated.

[0111] The above-mentioned resource update module is also used to: determine the highest version level corresponding to the updated first special effect resource; in response to the fact that there are multiple second special effect resources with the highest version level in the updated first special effect resources, based on the display positions of the special effects corresponding to the multiple second special effect resources, determine the first special effect resource to be updated from the multiple second special effect resources.

[0112] The above-mentioned graphical user interface displays the virtual scene where the controlled virtual character is located; the terminal device controls the controlled virtual character; the above-mentioned resource update module is also used to: for the special effect corresponding to each second special effect resource, based on the position of the special effect in the virtual scene and the position of the controlled virtual character in the virtual scene, calculate the distance between the special effect and the controlled virtual character; determine the second special effect resource with the largest distance among multiple second special effect resources as the first special effect resource to be updated.

[0113] The above-mentioned special effect resource version has a corresponding version level; among multiple special effect resource versions corresponding to the same special effect, the larger the performance consumption parameter of the special effect resource version, the higher the version level corresponding to the special effect resource version; the above-mentioned device also includes: a first resource update module, used to update the first special effect resource in response to a special effect playback end event corresponding to a third special effect resource in the first special effect resource; the updated first special effect resource does not include the third special effect resource; a first performance consumption parameter judgment module, used to judge whether the sum of the performance consumption parameters of the updated first special effect resource is less than the preset performance consumption parameter; a to-be-updated resource determination module, used to determine the second to-be-updated special effect resource from the updated first special effect resource if so; resource version This update module is used to delete the second special effect resource to be updated from the updated first special effect resource, and add the high-level special effect resource corresponding to the second special effect resource to be updated to the updated first special effect resource; the high-level special effect resource is a special effect resource corresponding to the same special effect as the second special effect resource to be updated, and the version level of which is higher than that of the second special effect resource to be updated; the second performance consumption parameter judgment module is used to judge whether the sum of the performance consumption parameters of the updated first special effect resource is less than the preset performance consumption parameter; if so, continue to determine the second special effect resource to be updated from the updated first special effect resource until the sum of the performance consumption parameters of the updated first special effect resource is greater than or equal to the preset performance consumption parameter.

[0114] The above-mentioned preset performance consumption parameter has a corresponding set version level; the resource determination module to be updated is also used to: determine the special effect resource whose version level in the first special effect resource is lower than the set version level as the second special effect resource to be updated.

[0115] This embodiment further provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the display control method of the above special effects, for example:

[0116] In response to a special effect display triggering event, a special effect to be displayed and a first special effect currently displayed in a graphical user interface are determined; the special effect to be displayed has multiple special effect resource versions; different special effect resource versions correspond to different performance consumption parameters; the performance consumption parameters are used to indicate the device performance consumed when generating a special effect based on a special effect resource version of any special effect in a preset special effect set; the preset special effect set includes the special effect to be displayed and the first special effect; based on the preset performance consumption parameters and the performance consumption parameters of the first special effect resource, a target special effect resource version is determined from multiple special effect resource versions of the special effect to be displayed; the first special effect currently displayed is generated based on the special effect resource version included in the first special effect resource; the first special effect resource is updated based on the target special effect resource version; based on the updated first special effect resource, a display special effect is generated in the graphical user interface.

[0117] The above method flexibly selects the special effects resource version for the special effects to be displayed. When the graphical user interface currently displays fewer special effects, higher quality special effects can be displayed. While not exceeding the preset performance consumption, the display effect of the special effects is improved, thereby improving the user experience.

[0118] Optionally, the above-mentioned preset performance consumption parameters have a corresponding set version level; the version level is used to indicate the corresponding special effect resource version; among multiple special effect resource versions corresponding to the same special effect, the larger the performance consumption parameter of the special effect resource version, the higher the version level corresponding to the special effect resource version; based on the preset performance consumption parameters and the performance consumption parameters of the first special effect resource, determine the target special effect resource version from the multiple special effect resource versions of the special effect to be displayed, including: based on the preset performance consumption parameters and the performance consumption parameters of the first special effect resource, determine the target version level corresponding to the special effect to be displayed; the target version level is higher than or equal to the set version level; determine the special effect resource version with a version level of the target version level among the multiple special effect resource versions of the special effect to be displayed as the target special effect resource version.

[0119] Optionally, the above-mentioned determination of the target version level corresponding to the special effect to be displayed based on the preset performance consumption parameters and the performance consumption parameters of the first special effect resource includes: in response to the performance consumption parameter of the first special effect resource being less than the preset performance consumption parameter, setting the target version level corresponding to the special effect to be displayed to the first version level; the first version level is higher than or equal to the set version level; in response to the performance consumption parameter of the first special effect resource being greater than or equal to the preset performance consumption parameter, determining the set version level as the target version level corresponding to the special effect to be displayed.

[0120] Optionally, the set version level is smaller than the highest version level corresponding to multiple special effect resource versions; in response to the performance consumption parameter of the first special effect resource being smaller than a preset performance consumption parameter, the target version level corresponding to the special effect to be displayed is set to the first version level, including: determining whether the performance consumption parameter of the first special effect resource is smaller than N times the preset performance consumption parameter; N is smaller than 1; if so, setting the target version level to the first version level; the first version level is higher than the set version level.

[0121] Optionally, the above-mentioned performance consumption parameters are determined in the following manner: for each special effect resource version among multiple special effect resource versions of any special effect in a preset special effect set, based on the special effect resource version, a special effect is generated in a graphical user interface provided by the terminal device; the display time of the generated special effect in the graphical user interface is timed, and the performance consumption parameters of the special effect resource version are determined based on the timing result.

[0122] Optionally, the special effect resource version of any special effect in the above-mentioned preset special effect set is composed of multiple sub-special effect resources; the number of sub-special effect resources in different special effect resource versions is different; the more sub-special effect resources a special effect resource version includes, the greater the performance consumption parameter corresponding to the special effect resource version.

[0123] Optionally, the above-mentioned sub-effect resource is a particle system; the number of particles in the particle system corresponding to the same sub-effect in different special effect resource versions is the same or different.

[0124] Optionally, the above-mentioned performance consumption parameters are determined in the following manner: for each special effect resource version in multiple special effect resource versions of any special effect in a preset special effect set, based on a predetermined number of particles generated by the terminal device per unit time and the number of particles in the particle system in the special effect resource version, determine the particle consumption time corresponding to the special effect resource version; based on the particle consumption time, determine the performance consumption parameters of the special effect resource version.

[0125] Optionally, the above-mentioned updating of the first special effect resource based on the target special effect resource version includes: updating the first special effect resource; the updated first special effect resource includes the target special effect resource version; in response to the sum of the performance consumption parameters of the updated first special effect resource being greater than the preset performance consumption parameters, determining the first special effect resource to be updated from the updated first special effect resource; deleting the first special effect resource to be updated from the updated first special effect resource, and adding the low-level special effect resource corresponding to the first special effect resource to be updated to the updated first special effect resource; the low-level special effect resource is a special effect resource with a version level lower than the first special effect resource to be updated among the special effect resources corresponding to the same special effect as the first special effect resource to be updated; judging whether the sum of the performance consumption parameters of the updated first special effect resource is greater than the preset performance consumption parameters; if so, continuing to determine the first special effect resource to be updated from the updated first special effect resource until the sum of the performance consumption parameters of the updated first special effect resource is less than or equal to the preset performance consumption parameters.

[0126] Optionally, the determining the first special effect resource to be updated from the updated first special effect resources includes: determining the special effect resource with the highest version level in the updated first special effect resources as the first special effect resource to be updated.

[0127] Optionally, the above-mentioned determining the special effects resource with the highest version level in the updated first special effects resource as the first special effects resource to be updated includes: determining the highest version level corresponding to the updated first special effects resource; in response to the fact that there are multiple second special effects resources with the highest version level in the updated first special effects resource, determining the first special effects resource to be updated from the multiple second special effects resources based on display positions of the special effects corresponding to the multiple second special effects resources.

[0128] Optionally, the above-mentioned graphical user interface displays a virtual scene where the controlled virtual character is located; the terminal device controls the controlled virtual character; based on the display positions of the special effects corresponding to multiple second special effects resources, a first special effects resource to be updated is determined from multiple second special effects resources, including: for each special effect corresponding to the second special effects resource, based on the position of the special effect in the virtual scene and the position of the controlled virtual character in the virtual scene, calculating the distance between the special effect and the controlled virtual character; and determining the second special effects resource with the largest distance among the multiple second special effects resources as the first special effects resource to be updated.

[0129] Optionally, the above-mentioned special effect resource version has a corresponding version level; among multiple special effect resource versions corresponding to the same special effect, the larger the performance consumption parameter of the special effect resource version, the higher the version level corresponding to the special effect resource version; the above-mentioned method also includes: in response to a special effect playback end event corresponding to a third special effect resource in the first special effect resource, updating the first special effect resource; the updated first special effect resource does not include the third special effect resource; judging whether the sum of the performance consumption parameters of the updated first special effect resource is less than a preset performance consumption parameter; if so, determining a second special effect resource to be updated from the updated first special effect resource; and updating the second special effect resource to be updated The effect resources are deleted from the updated first special effect resources, and the high-level special effect resources corresponding to the second special effect resources to be updated are added to the updated first special effect resources; the high-level special effect resources are special effect resources with a higher version level than the second special effect resources to be updated among the special effect resources corresponding to the same special effect as the second special effect resources to be updated; it is determined whether the sum of the performance consumption parameters of the updated first special effect resources is less than the preset performance consumption parameters; if so, continue to determine the second special effect resources to be updated from the updated first special effect resources until the sum of the performance consumption parameters of the updated first special effect resources is greater than or equal to the preset performance consumption parameters.

[0130] Optionally, the above-mentioned preset performance consumption parameter has a corresponding set version level; determining the second special effect resource to be updated from the updated first special effect resource includes: determining the special effect resource in the first special effect resource whose version level is lower than the set version level as the second special effect resource to be updated.

[0131] See also Figure 3 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores machine executable instructions that can be executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the display control method of the above-mentioned special effects.

[0132] Further, Figure 3 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0133] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 3 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0134] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The disclosed methods, steps and logic block diagrams in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or it can be executed by a combination of hardware and software modules in the decoding processor. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the method of the above embodiment in combination with its hardware.

[0135] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the display control method of the above-mentioned special effects.

[0136] The embodiments of the present disclosure provide a method, device and electronic device for controlling the display of special effects, including a computer-readable storage medium storing program codes, wherein the program codes include instructions that can be used to execute the methods described in the above method embodiments, for example:

[0137] In response to a special effect display triggering event, a special effect to be displayed and a first special effect currently displayed in a graphical user interface are determined; the special effect to be displayed has multiple special effect resource versions; different special effect resource versions correspond to different performance consumption parameters; the performance consumption parameters are used to indicate the device performance consumed when generating a special effect based on a special effect resource version of any special effect in a preset special effect set; the preset special effect set includes the special effect to be displayed and the first special effect; based on the preset performance consumption parameters and the performance consumption parameters of the first special effect resource, a target special effect resource version is determined from multiple special effect resource versions of the special effect to be displayed; the first special effect currently displayed is generated based on the special effect resource version included in the first special effect resource; the first special effect resource is updated based on the target special effect resource version; based on the updated first special effect resource, a display special effect is generated in the graphical user interface.

[0138] The above method flexibly selects the special effects resource version for the special effects to be displayed. When the graphical user interface currently displays fewer special effects, higher quality special effects can be displayed. While not exceeding the preset performance consumption, the display effect of the special effects is improved, thereby improving the user experience.

[0139] Optionally, the above-mentioned preset performance consumption parameters have a corresponding set version level; the version level is used to indicate the corresponding special effect resource version; among multiple special effect resource versions corresponding to the same special effect, the larger the performance consumption parameter of the special effect resource version, the higher the version level corresponding to the special effect resource version; based on the preset performance consumption parameters and the performance consumption parameters of the first special effect resource, determine the target special effect resource version from the multiple special effect resource versions of the special effect to be displayed, including: based on the preset performance consumption parameters and the performance consumption parameters of the first special effect resource, determine the target version level corresponding to the special effect to be displayed; the target version level is higher than or equal to the set version level; determine the special effect resource version with a version level of the target version level among the multiple special effect resource versions of the special effect to be displayed as the target special effect resource version.

[0140] Optionally, the above-mentioned determination of the target version level corresponding to the special effect to be displayed based on the preset performance consumption parameters and the performance consumption parameters of the first special effect resource includes: in response to the performance consumption parameter of the first special effect resource being less than the preset performance consumption parameter, setting the target version level corresponding to the special effect to be displayed to the first version level; the first version level is higher than or equal to the set version level; in response to the performance consumption parameter of the first special effect resource being greater than or equal to the preset performance consumption parameter, determining the set version level as the target version level corresponding to the special effect to be displayed.

[0141] Optionally, the set version level is smaller than the highest version level corresponding to multiple special effect resource versions; in response to the performance consumption parameter of the first special effect resource being smaller than a preset performance consumption parameter, the target version level corresponding to the special effect to be displayed is set to the first version level, including: determining whether the performance consumption parameter of the first special effect resource is smaller than N times the preset performance consumption parameter; N is smaller than 1; if so, setting the target version level to the first version level; the first version level is higher than the set version level.

[0142] Optionally, the above-mentioned performance consumption parameters are determined in the following manner: for each special effect resource version among multiple special effect resource versions of any special effect in a preset special effect set, based on the special effect resource version, a special effect is generated in a graphical user interface provided by the terminal device; the display time of the generated special effect in the graphical user interface is timed, and the performance consumption parameters of the special effect resource version are determined based on the timing result.

[0143] Optionally, the special effect resource version of any special effect in the above-mentioned preset special effect set is composed of multiple sub-special effect resources; the number of sub-special effect resources in different special effect resource versions is different; the more sub-special effect resources a special effect resource version includes, the greater the performance consumption parameter corresponding to the special effect resource version.

[0144] Optionally, the above-mentioned sub-effect resource is a particle system; the number of particles in the particle system corresponding to the same sub-effect in different special effect resource versions is the same or different.

[0145] Optionally, the above-mentioned performance consumption parameters are determined in the following manner: for each special effect resource version in multiple special effect resource versions of any special effect in a preset special effect set, based on a predetermined number of particles generated by the terminal device per unit time and the number of particles in the particle system in the special effect resource version, determine the particle consumption time corresponding to the special effect resource version; based on the particle consumption time, determine the performance consumption parameters of the special effect resource version.

[0146] Optionally, the above-mentioned updating of the first special effect resource based on the target special effect resource version includes: updating the first special effect resource; the updated first special effect resource includes the target special effect resource version; in response to the sum of the performance consumption parameters of the updated first special effect resource being greater than the preset performance consumption parameters, determining the first special effect resource to be updated from the updated first special effect resource; deleting the first special effect resource to be updated from the updated first special effect resource, and adding the low-level special effect resource corresponding to the first special effect resource to be updated to the updated first special effect resource; the low-level special effect resource is a special effect resource with a version level lower than the first special effect resource to be updated among the special effect resources corresponding to the same special effect as the first special effect resource to be updated; judging whether the sum of the performance consumption parameters of the updated first special effect resource is greater than the preset performance consumption parameters; if so, continuing to determine the first special effect resource to be updated from the updated first special effect resource until the sum of the performance consumption parameters of the updated first special effect resource is less than or equal to the preset performance consumption parameters.

[0147] Optionally, the determining the first special effect resource to be updated from the updated first special effect resources includes: determining the special effect resource with the highest version level in the updated first special effect resources as the first special effect resource to be updated.

[0148] Optionally, the above-mentioned determining the special effects resource with the highest version level in the updated first special effects resource as the first special effects resource to be updated includes: determining the highest version level corresponding to the updated first special effects resource; in response to the fact that there are multiple second special effects resources with the highest version level in the updated first special effects resource, determining the first special effects resource to be updated from the multiple second special effects resources based on display positions of the special effects corresponding to the multiple second special effects resources.

[0149] Optionally, the above-mentioned graphical user interface displays a virtual scene where the controlled virtual character is located; the terminal device controls the controlled virtual character; based on the display positions of the special effects corresponding to multiple second special effects resources, a first special effects resource to be updated is determined from multiple second special effects resources, including: for each special effect corresponding to the second special effects resource, based on the position of the special effect in the virtual scene and the position of the controlled virtual character in the virtual scene, calculating the distance between the special effect and the controlled virtual character; and determining the second special effects resource with the largest distance among the multiple second special effects resources as the first special effects resource to be updated.

[0150] Optionally, the above-mentioned special effect resource version has a corresponding version level; among multiple special effect resource versions corresponding to the same special effect, the larger the performance consumption parameter of the special effect resource version, the higher the version level corresponding to the special effect resource version; the above-mentioned method also includes: in response to a special effect playback end event corresponding to a third special effect resource in the first special effect resource, updating the first special effect resource; the updated first special effect resource does not include the third special effect resource; judging whether the sum of the performance consumption parameters of the updated first special effect resource is less than a preset performance consumption parameter; if so, determining a second special effect resource to be updated from the updated first special effect resource; and updating the second special effect resource to be updated The effect resources are deleted from the updated first special effect resources, and the high-level special effect resources corresponding to the second special effect resources to be updated are added to the updated first special effect resources; the high-level special effect resources are special effect resources with a higher version level than the second special effect resources to be updated among the special effect resources corresponding to the same special effect as the second special effect resources to be updated; it is determined whether the sum of the performance consumption parameters of the updated first special effect resources is less than the preset performance consumption parameters; if so, continue to determine the second special effect resources to be updated from the updated first special effect resources until the sum of the performance consumption parameters of the updated first special effect resources is greater than or equal to the preset performance consumption parameters.

[0151] Optionally, the above-mentioned preset performance consumption parameter has a corresponding set version level; determining the second special effect resource to be updated from the updated first special effect resource includes: determining the special effect resource in the first special effect resource whose version level is lower than the set version level as the second special effect resource to be updated.

[0152] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0153] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.

[0154] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk and other media that can store program code.

[0155] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0156] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.

Claims

1. A special effect display control method, characterized in that: Providing a graphical user interface through the terminal device; The terminal device has corresponding preset performance consumption parameters; the method includes: In response to a special effect display triggering event, determining a special effect to be displayed and a first special effect currently displayed by the graphical user interface; the special effect to be displayed has a plurality of special effect resource versions; different special effect resource versions correspond to different performance consumption parameters; the performance consumption parameters are used to indicate the device performance consumed when generating a special effect based on a special effect resource version of a special effect in a preset special effect set; the preset special effect set includes the special effect to be displayed and the first special effect; Based on the preset performance consumption parameter and the performance consumption parameter of the first special effect resource, determining a target special effect resource version from the multiple special effect resource versions of the special effect to be displayed; the first special effect currently displayed is generated based on the special effect resource version included in the first special effect resource; Updating the first special effect resource based on the target special effect resource version; Based on the updated first special effect resource, a display special effect is generated in the graphical user interface.

2. The method according to claim 1, characterized in that The preset performance consumption parameter has a corresponding set version level; the version level is used to indicate the corresponding special effect resource version; among multiple special effect resource versions corresponding to the same special effect, the larger the performance consumption parameter of the special effect resource version, the higher the version level corresponding to the special effect resource version; Based on the preset performance consumption parameter and the performance consumption parameter of the first special effect resource, determining a target special effect resource version from a plurality of special effect resource versions of the special effect to be displayed includes: Determining a target version level corresponding to the special effect to be displayed based on the preset performance consumption parameter and the performance consumption parameter of the first special effect resource; The target version level is higher than or equal to the set version level; A special effect resource version having a version level of the target version level among the multiple special effect resource versions of the special effect to be displayed is determined as the target special effect resource version.

3. The method according to claim 2, characterized in that Determining a target version level corresponding to the special effect to be displayed based on the preset performance consumption parameter and the performance consumption parameter of the first special effect resource includes: In response to the performance consumption parameter of the first special effect resource being less than the preset performance consumption parameter, setting the target version level corresponding to the special effect to be displayed to a first version level; the first version level is equal to or higher than the set version level; In response to the performance consumption parameter of the first special effect resource being greater than or equal to the preset performance consumption parameter, the set version level is determined as the target version level corresponding to the special effect to be displayed.

4. The method according to claim 3, characterized in that The set version level is smaller than the highest version level corresponding to the multiple special effect resource versions; In response to the performance consumption parameter of the first special effect resource being less than the preset performance consumption parameter, setting the target version level corresponding to the special effect to be displayed to the first version level includes: Determine whether the performance consumption parameter of the first special effect resource is less than N times of the preset performance consumption parameter; N is less than 1; If so, the target version level is set to a first version level; the first version level is higher than the set version level.

5. The method according to claim 1, characterized in that The performance consumption parameters are determined in the following manner: For each special effect resource version of a plurality of special effect resource versions of any special effect in the preset special effect set, generating a special effect in a graphical user interface provided by a terminal device based on the special effect resource version; The display time of the generated special effect in the graphical user interface is timed, and based on the timing result, the performance consumption parameter of the special effect resource version is determined.

6. The method according to claim 1, characterized in that The special effect resource version of any special effect in the preset special effect set is composed of multiple sub-special effect resources; the number of sub-special effect resources in different special effect resource versions is different; the more sub-special effect resources the special effect resource version includes, the greater the performance consumption parameter corresponding to the special effect resource version.

7. The method according to claim 6, characterized in that The sub-special effect resource is a particle system; the number of particles in the particle system corresponding to the same sub-special effect in the different special effect resource versions is the same or different.

8. The method according to claim 7, characterized in that The performance consumption parameters are determined in the following manner: For each special effect resource version of a plurality of special effect resource versions of any special effect in the preset special effect set, based on a predetermined number of particles generated by a terminal device per unit time and the number of particles in the particle system in the special effect resource version, determine a particle consumption time corresponding to the special effect resource version; Based on the particle consumption time, a performance consumption parameter of the special effect resource version is determined.

9. The method according to claim 1, characterized in that: The updating of the first special effect resource based on the target special effect resource version includes: The first special effect resource is updated; the updated first special effect resource includes the target special effect resource version; In response to the sum of the performance consumption parameters of the updated first special effect resources being greater than the preset performance consumption parameters, determining a first special effect resource to be updated from the updated first special effect resources; The first special effect resource to be updated is deleted from the updated first special effect resource, and the low-level special effect resource corresponding to the first special effect resource to be updated is added to the updated first special effect resource; the low-level special effect resource is a special effect resource corresponding to the same special effect as the first special effect resource to be updated, and the version level of which is lower than that of the first special effect resource to be updated; Determine whether the sum of the updated performance consumption parameters of the first special effect resource is greater than the preset performance consumption parameter; If yes, continue to determine the first special effect resource to be updated from the updated first special effect resource until the sum of the performance consumption parameters of the updated first special effect resource is less than or equal to the preset performance consumption parameter.

10. The method according to claim 9, characterized in that Determining a first special effect resource to be updated from the updated first special effect resource includes: The special effect resource with the highest version level among the updated first special effect resources is determined as the first special effect resource to be updated.

11. The method according to claim 10, characterized in that The step of determining the special effect resource with the highest version level among the updated first special effect resources as the first special effect resource to be updated includes: Determine the highest version level corresponding to the updated first special effect resource; In response to the fact that there are multiple second special effect resources with the highest version level in the updated first special effect resources, based on the display positions of the special effects corresponding to the multiple second special effect resources, a first special effect resource to be updated is determined from the multiple second special effect resources.

12. The method according to claim 11, characterized in that The graphical user interface displays a virtual scene where the controlled virtual character is located; the terminal device controls the controlled virtual character; Determining a first special effect resource to be updated from the plurality of second special effect resources based on display positions of special effects corresponding to the plurality of second special effect resources includes: For each special effect corresponding to the second special effect resource, based on the position of the special effect in the virtual scene and the position of the controlled virtual character in the virtual scene, calculating the distance between the special effect and the controlled virtual character; The second special effect resource with the largest distance among the plurality of second special effect resources is determined as the first special effect resource to be updated.

13. The method according to claim 1, characterized in that The special effect resource version has a corresponding version level; among multiple special effect resource versions corresponding to the same special effect, the larger the performance consumption parameter of the special effect resource version, the higher the version level corresponding to the special effect resource version; The method further comprises: In response to a special effect playback end event corresponding to a third special effect resource in the first special effect resource, updating the first special effect resource; the updated first special effect resource does not include the third special effect resource; Determine whether the sum of the updated performance consumption parameters of the first special effect resource is less than the preset performance consumption parameter; If yes, determining a second special effect resource to be updated from the updated first special effect resource; The second special effect resource to be updated is deleted from the updated first special effect resource, and the high-level special effect resource corresponding to the second special effect resource to be updated is added to the updated first special effect resource; the high-level special effect resource is a special effect resource corresponding to the same special effect as the second special effect resource to be updated, and has a higher version level than the second special effect resource to be updated; Determine whether the sum of the updated performance consumption parameters of the first special effect resource is less than the preset performance consumption parameter; If yes, continue to determine the second special effect resource to be updated from the updated first special effect resource until the sum of the performance consumption parameters of the updated first special effect resource is greater than or equal to the preset performance consumption parameter.

14. The method according to claim 13, characterized in that The preset performance consumption parameter has a corresponding setting version level; Determining a second special effect resource to be updated from the updated first special effect resource includes: The special effect resource whose version level is lower than the set version level in the first special effect resource is determined as the second special effect resource to be updated.

15. A special effect display control device, characterized in that: Providing a graphical user interface through the terminal device; The terminal device has corresponding preset performance consumption parameters; the device comprises: A module for determining special effects to be displayed, for determining, in response to a special effect display triggering event, a special effect to be displayed and a first special effect currently displayed by the graphical user interface; the special effect to be displayed has a plurality of special effect resource versions; different special effect resource versions correspond to different performance consumption parameters; the performance consumption parameters are used to indicate the device performance consumed when a special effect is generated based on a special effect resource version of any special effect in a preset special effect set; the preset special effect set includes the special effect to be displayed and the first special effect; a target special effect resource version determination module, configured to determine a target special effect resource version from a plurality of special effect resource versions of the special effect to be displayed based on the preset performance consumption parameter and the performance consumption parameter of the first special effect resource; the first special effect resource is a special effect resource used to generate the first special effect currently displayed; A resource updating module, used for updating the first special effect resource based on the target special effect resource version; A special effect generation module is used to generate the special effect to be displayed in the graphical user interface based on the target special effect resource version.

16. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the display control method of the special effects described in any one of claims 1-14.

17. A machine-readable storage medium, characterized in that: The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions prompt the processor to implement the display control method of special effects described in any one of claims 1-14.