Data processing method and device for game event live broadcast, storage medium and computer device

By creating local and off-screen rendering windows and configuring rules during live game broadcasts, the problem that existing HUD control systems cannot meet the needs of high quality, high flexibility, and personalization is solved. This enables real-time viewing by local directors and differentiated processing of live broadcasts, improving data transmission efficiency and audience experience.

CN121397255BActive Publication Date: 2026-02-24PERFECT WORLD ZHENGQI SHANGHAI MULTIMEDIA TECH CO LTD
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Patent Information

Application Number
CN202511935309.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-12-22
Publication Date
2026-02-24
Estimated Expiration
2045-12-22

AI Technical Summary

Technical Problem

Existing HUD central control system live streaming solutions cannot meet the high-quality, high-flexibility, and personalized requirements of game event live streaming. When conducting tactical analysis, the director cannot hide certain key information from the audience.

Method used

Create a local rendering window and an off-screen rendering window, and configure rules for each. Obtain game event data through the main process data bus and distribute it to the two rendering windows. Render the data in the local rendering window and the off-screen rendering window according to different rendering rules to generate differentiated content for local viewing and live streaming, thus preventing key information from being seen by the audience.

Benefits of technology

It enables local directors to view content in real time and adapt to live streaming scenarios, improving data transmission efficiency and stability, ensuring that directors can conduct tactical analysis without revealing key information, and providing a better viewing experience for viewers.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a game event live broadcast data processing method and device, a storage medium and computer equipment. The method comprises the following steps: acquiring game event data collected by a game event terminal and distributing the game event data to a local rendering window and an off-screen rendering window; rendering local display content in the local rendering window according to a local rendering rule for local viewing, and performing off-screen rendering on game competition data according to a live off-screen rendering rule through a rendering process to obtain a GPU texture handle and convert the GPU texture handle into a DirectX texture object to determine live display content as a second data source; sending game picture data to live streaming software, storing each frame of texture object of the off-screen rendering window in an image buffer, capturing the texture object in the image buffer frame by frame and sending the texture object to the live streaming software, and pushing the live streaming to a live broadcast platform after completing content synthesis at a GPU level. The director can hide some key information when performing tactical analysis.
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Description

Technical Field

[0001] This application relates to the field of game event live streaming technology, and in particular to a data processing method, apparatus, storage medium and computer equipment for game event live streaming. Background Technology

[0002] In the field of game esports live streaming, presenting viewers with exciting and professional event content is the core objective. With the booming development of the gaming industry, viewers' demands for the quality and experience of game esports live streams are increasing. They not only expect smooth gameplay but also want to obtain rich event-related information, such as player data and minimap dynamics. However, existing HUD control system live streaming solutions have many shortcomings in meeting these needs.

[0003] Existing HUD control system live streaming solutions primarily employ full-screen capture. Specifically, the tournament-specific Observer client runs on one or more PCs in full-screen or borderless window mode. In this mode, the game screen and all HUD information, such as the minimap, player data, skill icons, and economic differences, are tightly coupled and rendered on the same screen. Subsequently, in OBS, using either "monitor capture" or "window capture" sources, the entire screen or window containing the game screen and HUD is directly captured, and this single, mixed video signal is then directly streamed to the live streaming platform. During the live stream, the view seen by the director is completely identical to that seen by the audience, both containing all HUD information. This means that when conducting tactical analysis, the director cannot hide certain key information, such as the minimap, player status, and weapon icons, from the audience.

[0004] Existing HUD central control system live streaming solutions can no longer meet the current demands for high quality, high flexibility, and personalization in game event live streaming. Summary of the Invention

[0005] In view of this, the embodiments of this application provide a data processing method, apparatus, storage medium and computer equipment for live streaming of game events. By creating two rendering windows, one local and one off-screen, and configuring rules for each, differentiated processing between local viewing and live streaming display is achieved. This satisfies the real-time viewing needs of local directors and generates display content suitable for the live streaming scenario, avoiding problems such as the inability to hide certain key information when directors are conducting tactical analysis.

[0006] According to one aspect of this application, a data processing method for live streaming of game events is provided, applied to a central control system, the method comprising:

[0007] Create a local rendering window and an off-screen rendering window, and configure the local rendering rules corresponding to the local rendering window and the live streaming rendering rules corresponding to the off-screen rendering window;

[0008] The main process data bus acquires game event data collected by the game event terminal based on the game event data acquisition function, and distributes the game event data to the local rendering window and the off-screen rendering window. The game event data includes game screen data and game competition data.

[0009] Based on the game screen data and the game competition data, local display content is rendered in the local rendering window according to the local rendering rules for local viewing. In addition, the game competition data is rendered off-screen without display according to the live off-screen rendering rules through the rendering process to obtain the GPU texture handle. The GPU texture handle is converted into a DirectX texture object and determined as the live display content as the second data source. The off-screen rendering rules are determined based on the head-up display content shown to the audience.

[0010] The game screen data is sent to the live streaming software as the first data source. Each frame of the off-screen rendering window's DirectX texture object is stored in the image buffer. The DirectX texture objects in the image buffer are captured frame by frame and sent to the live streaming software as Spout2 data sources. The second data source is a Spout2 data source. The live streaming software captures the first data source and the second data source based on texture sharing, completes content compositing at the GPU level, and then pushes the stream to the live streaming platform.

[0011] Optionally, before acquiring game event data, the following may also be included:

[0012] The game event terminal preloads the event data acquisition function configuration file to enable the game event data acquisition function, and collects the game event data based on the game event data acquisition function;

[0013] Distributing the game event data to the local rendering window and the off-screen rendering window includes:

[0014] The game event data is distributed to the local rendering window and the off-screen rendering window via the main process data bus based on Socket.IO.

[0015] Optionally, based on the game screen data and the game competition data, local display content is rendered in the local rendering window according to the local rendering rules for local viewing, including:

[0016] The game data is rendered locally using the local rendering window according to the local rendering rules, and the local rendering window is overlaid on the game window rendered based on the game screen data for display. The local rendering rules are determined based on the auxiliary analysis interface content displayed by the guide, and the local rendering window is a transparent, top-mounted window.

[0017] Optionally, the local rendering window includes a game minimap, and the player's location on the game minimap is marked with the player's number.

[0018] Optionally, it also includes:

[0019] Based on the game predictive event analysis rules, predictive event analysis is performed on the game screen data and the game competition data. When a predictive event is identified, the predictive event is rendered in the local rendering window through the predictive event rendering engine. The game predictive event analysis rules include data analysis triggering conditions and display methods for at least one predictive event. The data analysis triggering conditions are used to indicate the pre-display conditions of the predictive event, and the display method is used to indicate the rendering method of the predictive event. The predictive events include team battles and the display of at least one game achievement information.

[0020] Optionally, after acquiring game event data, the following may also be included:

[0021] The game data is stored frame by frame in a data buffer to store the most recent multiple frames of game data with consecutive timestamps. When rendering display content based on the game data, the game data of the corresponding frame and the game data before the corresponding frame in the buffer are interpolated, and the display content is rendered based on the difference result.

[0022] Optionally, after acquiring game event data, the following may also be included:

[0023] Based on the game competition data, surviving player characters in the game event are identified, and the surviving player bounding boxes are identified based on the positions of the surviving player characters, so as to determine the expected battle area based on the bounding box identification results.

[0024] Determine whether surviving player characters overflow the game map boundary when the battle area is scaled according to a preset scaling size and the center offset is made based on the scaled battle area.

[0025] If the battle area does not overflow the game map boundary, the battle area is scaled by a preset scaling size and the center of the scaled battle area is offset to update the game map in the game competition data based on the calculated battle area.

[0026] If the battle area overflows the game map boundary, the preset scaling size is adjusted based on the scaling strategy corresponding to the game map, so that after scaling the battle area according to the adjusted preset scaling size and offsetting the center based on the scaled battle area, the surviving player character is within the game map; the battle area is scaled according to the adjusted preset scaling size and offset based on the scaled battle area, so as to update the game map in the game competition data based on the calculated battle area.

[0027] Optionally, after rendering locally displayed content in the local rendering window for local viewing based on the game screen data and the game competition data, according to the local rendering rules, the method further includes:

[0028] The game event is analyzed based on the local display content of the local rendering window, and game event rendering data is generated when preset game event events are analyzed.

[0029] Based on the game competition data and according to the live streaming rendering rules, the live streaming display content is rendered in the off-screen rendering window, including:

[0030] Based on the game competition data and the game event rendering data, the live broadcast content is rendered in the off-screen rendering window according to the live broadcast rendering rules.

[0031] According to another aspect of this application, a data processing device for live streaming of game events is provided, applied to a central control system, the device comprising:

[0032] The window creation module is used to create local rendering windows and off-screen rendering windows, and to configure the local rendering rules corresponding to the local rendering windows and the live streaming rendering rules corresponding to the off-screen rendering windows.

[0033] The data acquisition module is used to acquire game event data collected by the game event terminal based on the game event data acquisition function through the main process data bus, and distribute the game event data to the local rendering window and the off-screen rendering window, wherein the game event data includes game screen data and game competition data;

[0034] The rendering module is used to render local display content in the local rendering window for local viewing based on the game screen data and the game competition data, according to the local rendering rules, and to perform off-screen rendering of the game competition data without displaying it through the rendering process according to the live off-screen rendering rules, so as to obtain the GPU texture handle, and convert the GPU texture handle into a DirectX texture object to determine the live display content as the second data source; wherein, the off-screen rendering rules are determined based on the head-up display content shown to the audience;

[0035] The streaming module is used to send the game screen data as the first data source to the live streaming software, store each frame of the off-screen rendering window's DirectX texture object in the image buffer, capture the DirectX texture objects in the image buffer frame by frame as Spout2 data source and send them to the live streaming software, wherein the second data source is a Spout2 data source; the live streaming software captures the first data source and the second data source based on texture sharing, completes content synthesis at the GPU level, and then streams it to the live streaming platform.

[0036] Optionally, the data acquisition module is further configured to:

[0037] The game event terminal preloads the event data acquisition function configuration file to enable the game event data acquisition function, and collects the game event data based on the game event data acquisition function;

[0038] The game event data is distributed to the local rendering window and the off-screen rendering window via the main process data bus based on Socket.IO.

[0039] Optionally, the rendering module is further configured to:

[0040] The game data is rendered locally using the local rendering window according to the local rendering rules, and the local rendering window is overlaid on the game window rendered based on the game screen data for display. The local rendering rules are determined based on the auxiliary analysis interface content displayed by the guide, and the local rendering window is a transparent, top-mounted window.

[0041] Optionally, the local rendering window includes a game minimap, and the player's location on the game minimap is marked with the player's number.

[0042] Optionally, the rendering module is further configured to:

[0043] Based on the game predictive event analysis rules, predictive event analysis is performed on the game screen data and the game competition data. When a predictive event is identified, the predictive event is rendered in the local rendering window through the predictive event rendering engine. The game predictive event analysis rules include data analysis triggering conditions and display methods for at least one predictive event. The data analysis triggering conditions are used to indicate the pre-display conditions of the predictive event, and the display method is used to indicate the rendering method of the predictive event. The predictive events include team battles and the display of at least one game achievement information.

[0044] Optionally, the rendering module is further configured to:

[0045] The game data is stored frame by frame in a data buffer to store the most recent multiple frames of game data with consecutive timestamps. When rendering display content based on the game data, the game data of the corresponding frame and the game data before the corresponding frame in the buffer are interpolated, and the display content is rendered based on the difference result.

[0046] Optionally, the data acquisition module is further configured to:

[0047] Based on the game competition data, surviving player characters in the game event are identified, and the surviving player bounding boxes are identified based on the positions of the surviving player characters, so as to determine the expected battle area based on the bounding box identification results.

[0048] Determine whether surviving player characters overflow the game map boundary when the battle area is scaled according to a preset scaling size and the center offset is made based on the scaled battle area.

[0049] If the battle area does not overflow the game map boundary, the battle area is scaled by a preset scaling size and the center of the scaled battle area is offset to update the game map in the game competition data based on the calculated battle area.

[0050] If the battle area overflows the game map boundary, the preset scaling size is adjusted based on the scaling strategy corresponding to the game map, so that after scaling the battle area according to the adjusted preset scaling size and offsetting the center based on the scaled battle area, the surviving player character is within the game map; the battle area is scaled according to the adjusted preset scaling size and offset based on the scaled battle area, so as to update the game map in the game competition data based on the calculated battle area.

[0051] Optionally, the rendering module is further configured to:

[0052] The game event is analyzed based on the local display content of the local rendering window, and game event rendering data is generated when preset game event events are analyzed.

[0053] Based on the game competition data and the game event rendering data, the live broadcast content is rendered in the off-screen rendering window according to the live broadcast rendering rules.

[0054] According to another aspect of this application, a storage medium is provided that stores a computer program thereon, which, when executed by a processor, implements the above-described data processing method for live streaming of game events.

[0055] According to another aspect of this application, a computer device is provided, including a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, wherein the processor executes the program to implement the above-described data processing method for live streaming of game events.

[0056] By utilizing the above technical solutions, the data processing method, apparatus, storage medium, and computer equipment for live game event streaming provided in this application embodiment achieve differentiated processing for local viewing and live streaming display by creating two rendering windows—one local and one off-screen—and configuring rules for each. This satisfies the real-time viewing needs of the local director while generating display content suitable for the live streaming scenario, avoiding issues such as the inability to hide certain key information when the director is conducting tactical analysis. The use of the main process data bus to acquire and distribute data improves the efficiency and stability of data transmission, ensuring timely and accurate data acquisition by both windows. During live streaming, the game screen data and the live display content are combined and then streamed, providing viewers with a superior viewing experience and solving the problem that existing HUD central control system live streaming solutions cannot meet the demands for high quality, high flexibility, and personalization.

[0057] The above description is only an overview of the technical solution of this application. In order to better understand the technical means of this application and to implement it in accordance with the contents of the specification, and to make the above and other objects, features and advantages of this application more obvious and understandable, the following are specific embodiments of this application. Attached Figure Description

[0058] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:

[0059] Figure 1 A flowchart illustrating a data processing method for live streaming of game events provided in an embodiment of this application is shown.

[0060] Figure 2 This illustration shows a schematic diagram of the display content of a local rendering window provided in an embodiment of this application;

[0061] Figure 3 A schematic diagram of a small map provided in an embodiment of this application is shown;

[0062] Figure 4 This illustration shows a schematic diagram of the rendered content of an off-screen rendering window provided in an embodiment of this application;

[0063] Figure 5 A flowchart illustrating another data processing method for live streaming of game events provided in an embodiment of this application is shown.

[0064] Figure 6 A schematic diagram of the structure of a data processing device for live streaming of game events provided in an embodiment of this application is shown. Detailed Implementation

[0065] The present application will be described in detail below with reference to the accompanying drawings and embodiments. It should be noted that, unless otherwise specified, the embodiments and features described in the embodiments of the present application can be combined with each other.

[0066] The following explains the technical terms used in the embodiments of this application:

[0067] HUD (Heads-Up Display): A real-time information display interface provided to viewers during game live streaming.

[0068] OB (Observer): The observer pattern allows viewers or directors to watch the game from different perspectives.

[0069] Master Control: A central control system responsible for the centralized management and configuration of all controlled clients.

[0070] Controlled Unit: A HUD client that connects to the master controller and receives its configuration instructions.

[0071] Spout2: A technology for efficient sharing of textures and video frames between applications in the field of real-time graphics and video processing.

[0072] OBS (OBS Studio): Professional software for video recording and live streaming, providing capture and recording functions for video, text, images, etc.

[0073] Game State Integration (GSI) is an interface provided by Valve for the Counter-Strike game that allows third-party developers to access real-time game data.

[0074] Average damage per round (ADR): Average damage per round.

[0075] This embodiment provides a data processing method for live streaming of game events, applied to a central control system, such as... Figure 1 As shown, the method includes:

[0076] Step 101: Create a local rendering window and an off-screen rendering window, and configure the local rendering rules corresponding to the local rendering window and the live streaming rendering rules corresponding to the off-screen rendering window.

[0077] Step 102: Obtain game event data collected by the game event terminal based on the game event data acquisition function through the main process data bus, and distribute the game event data to the local rendering window and the off-screen rendering window, wherein the game event data includes game screen data and game competition data.

[0078] Step 103: Based on the game screen data and the game competition data, render local display content in the local rendering window according to the local rendering rules for local viewing, and perform off-screen rendering of the game competition data without display according to the live off-screen rendering rules through the rendering process to obtain the GPU texture handle, and convert the GPU texture handle into a DirectX texture object to determine the live display content as the second data source; wherein, the off-screen rendering rules are determined based on the head-up display content shown to the audience.

[0079] Step 104: Send the game screen data as the first data source to the live streaming software. Store each frame of the DirectX texture object of the off-screen rendering window in the image buffer. Capture the DirectX texture objects in the image buffer frame by frame as Spout2 data source and send them to the live streaming software. The second data source is Spout2 data source. The live streaming software captures the first data source and the second data source based on texture sharing, completes content synthesis at the GPU level, and then pushes the stream to the live streaming platform.

[0080] This application's embodiments can be specifically applied to observer clients, such as broadcast control terminals. First, two different types of windows are created: a local rendering window and an off-screen rendering window. The local rendering window is primarily used for displaying relevant content locally, while the off-screen rendering window is used to prepare content for live streaming. Simultaneously, corresponding rendering rules are configured for each of these windows, with local rendering rules corresponding to the local rendering window and live streaming rendering rules corresponding to the off-screen rendering window. These rules specify which data to render in the corresponding window and how to render and display it in the corresponding window based on the input data.

[0081] Then, the game event data collected by the game event terminal is acquired through a dedicated data transmission channel called the main process data bus. The game event terminal has a game event data acquisition function, capable of collecting various types of data, including game screen data and game competition data. After acquiring this data, the main process data bus distributes it to the local rendering window and the off-screen rendering window, enabling the two windows to acquire the original game event data synchronously and accurately in a timely manner, ensuring that the game screen data can be rendered and displayed synchronously.

[0082] Next, based on the acquired game screen data and game competition data, rendering operations are performed in the local rendering window according to local rendering rules to generate local display content. The local display content primarily provides the local broadcast director with intuitive visual information about the game events, meeting local viewing needs and enabling the director to better analyze and adjust the live game broadcast. Simultaneously, based on the game competition data, rendering is performed in the off-screen rendering window according to live broadcast rendering rules to generate live display content, adapting to the viewer's focus in the live broadcast scenario. In a specific example, such as... Figure 2 As shown, the local rendering window is a transparent, borderless Electron window that is always on top. The window displays detailed player information and detailed game information areas A / B to assist the director in game analysis. This renders a director-specific view, focusing on information density and analysis. For example, it displays a magnified minimap, replacing traditional player avatars with player observer slot numbers for quick and accurate location. Figure 3 As shown, the left side is a schematic diagram of the minimap displayed in the local rendering window, and the right side is a schematic diagram of the game minimap seen by the audience. Overlaid on the game window of the observer client, it provides the director with a complete auxiliary analysis interface. The off-screen rendering window is a hidden, undisplayed Electron window with offscreen rendering enabled. A broadcast-specific view is rendered (broadcast to the live streaming software for display to the audience), using a standard live aspect ratio, with a beautiful composition that conforms to the event's visual specifications. The rendered frames of this window are output as an independent video stream via the Spout2 protocol. Figure 4 As shown, the live stream content rendered by the off-screen rendering window includes game screen data and simplified player information and simplified game information areas A / B, which are schematically shown in the figure.

[0083] In the off-screen rendering stage of game esports live streaming, the following methods can be used: First, based on pre-defined "live streaming rendering rules" (such as the HUD content required from the viewer's perspective—score, player status, minimap dynamics, real-time data pop-ups, etc.), the target content framework for off-screen rendering is clearly defined. These rules are directly related to the key information visible to the viewer during the live stream, ensuring that the rendered content matches the viewer's needs. Second, off-screen rendering operations are performed through an independent rendering process. This process does not directly output the image to the screen, but processes the input "game competition data" (such as player operation records, skill releases, team tactical data, etc.) in real time according to the rules. During the rendering process, the system maps the data to a texture format recognizable by the GPU, generating a GPU texture handle, which represents the index identifier of the rendering result stored in the GPU memory, representing the processed image data. Finally, to adapt to the input requirements of live streaming software (such as OBS), the GPU texture handle is further converted into a DirectX texture object. As a graphics API standard led by Microsoft, DirectX's texture objects can be directly recognized and processed by mainstream live streaming software, ensuring that the rendering results can be seamlessly integrated into the live streaming link and ultimately pushed to the live streaming platform as live display content. This application's embodiments avoid occupying the main display thread through off-screen rendering, freeing up GPU resources for more complex image compositing. In traditional video streaming processing, data often needs to undergo multiple copies and format conversions. For example, data is copied from GPU memory to CPU memory, processed, and then transferred back to GPU memory for display. This application's embodiments avoid these copies and conversions by keeping the data in GPU memory and directly using shared textures. When the GPU undertakes graphics rendering tasks, it can handle game image rendering more efficiently, including geometric transformations, texture mapping, and shadow calculations, thereby freeing up CPU resources and allowing the CPU to focus more on game logic and physics calculations.

[0084] Finally, the game screen data and the live display content generated in the off-screen rendering window are sent to the live streaming software. The live streaming software is used to convert data sent by the central control system into a data stream suitable for network transmission and display, and then send it to the viewer's terminal via the internet. Specifically, each frame of DirectX texture objects generated by the off-screen rendering window is temporarily stored in an image buffer, forming a temporary storage pool of continuous frame sequences. Then, using frame-by-frame capture technology, single-frame DirectX texture objects are extracted from the buffer and converted into a data source format conforming to the Spout2 protocol. This standardized data stream is then transmitted to the live streaming software in real time through the Spout2 channel. This process achieves direct and efficient transmission of rendering results from GPU memory to the live streaming link, avoiding the performance loss and image quality degradation caused by traditional screen capture methods. The live streaming software has a data compositing function, capable of compositing the received game screen data and live display content, integrating them into a complete data stream. Then, the composited data is pushed to the live streaming platform to realize the live display of the game event, allowing a wide audience to watch the game event in real time.

[0085] By applying the technical solution of this embodiment, and creating two rendering windows—one local and one off-screen—and configuring rules for each, differentiated processing for local viewing and live broadcast display is achieved. This satisfies the real-time viewing needs of the local director while generating display content suitable for the live broadcast scenario. It avoids issues such as the inability of the director to hide certain key information during tactical analysis, preventing it from being seen by the audience. Utilizing the main process data bus to acquire and distribute data improves the efficiency and stability of data transmission, ensuring that both windows acquire data in a timely and accurate manner. During live streaming, the game screen data and the live display content are combined before streaming, providing viewers with a superior viewing experience and solving the problem that existing HUD central control system live broadcast solutions cannot meet the needs for high quality, high flexibility, and personalization.

[0086] Optionally, before acquiring game event data, the method further includes: preloading an event data acquisition function configuration file in the game event terminal to enable the game event data acquisition function, and acquiring the game event data based on the game event data acquisition function;

[0087] Distributing the game event data to the local rendering window and the off-screen rendering window includes: distributing the game event data to the local rendering window and the off-screen rendering window via the main process data bus based on Socket.IO.

[0088] In this embodiment, in the data processing flow of game event live streaming, before acquiring game event data, a configuration file for the event data acquisition function is pre-loaded on the game event terminal. This configuration file contains various parameters and settings. By loading this file, the game event data acquisition function can be successfully enabled. After this function is enabled, the game event terminal can collect various types of data generated during the game event according to its preset rules and logic. This data covers game screen data and game competition data. Game competition data can specifically include core data such as status (health, armor, money), equipment (weapons, throwables), location, statistics (kills / deaths / assists), and observer slots. After completing the acquisition of game event data, data distribution is achieved through the main process data bus based on Socket.IO. The main process data bus provides an efficient and stable data transmission channel that can coordinate data interaction between different windows. Socket.IO is a technology for implementing real-time bidirectional communication in web applications, characterized by low latency and high reliability. With the help of Socket.IO, game event data can be quickly and accurately transmitted synchronously from the data acquisition end to the local rendering window and the off-screen rendering window, ensuring that both windows can obtain the latest data in a timely manner, preparing for subsequent rendering work.

[0089] In this embodiment of the application, optionally, sending the game screen data and the live broadcast content to the live streaming software includes: sending the game screen data as a first data source to the live streaming software, and sending the live broadcast content as a second data source to the live streaming software, wherein the live streaming software is configured to capture the first data source signal and the second data source signal, and to synthesize the content of the first data source and the second data source before pushing it to the live streaming platform.

[0090] In this embodiment, after rendering the local display content in the local rendering window and the live display content in the off-screen rendering window are completed, the crucial step of sending the relevant data to the live streaming software begins. Specifically, this embodiment sends the game screen data and the live display content as independent data sources. The game screen data is designated as the first data source, carrying the game's most original visual information and serving as the basic material for viewers to intuitively understand the game's progress. The live display content serves as the second data source. This content is generated based on game data and other rendering rules, typically highlighting key information such as player status and minimap dynamics to cater to the viewers' focus in a live streaming scenario. Furthermore, the live streaming software is specifically configured to receive and process these two data sources. After capturing these two data sources, the live streaming software synthesizes the content from the first and second data sources. Specifically, the live display content from the second data source can be overlaid on the game screen data from the first data source to create live data, which is then pushed to the live streaming platform so that the platform can deliver the live data to the clients watching the live stream. In a specific example, a game source (first data source) and a spout2 source (second data source) are added to the live streaming software. The game source captures game screen data from the observer client, and the spout2 source captures specially named live display content, which can be named PW-HUD. The observer client names the live display content as PW-HUD when sending it.

[0091] Optionally, based on the game screen data and the game competition data, rendering local display content in the local rendering window for local viewing according to the local rendering rules includes: performing local rendering of the game competition data in the local rendering window according to the local rendering rules, and displaying the local rendering window on top of the game window rendered based on the game screen data, wherein the local rendering rules are determined based on the auxiliary analysis interface content displayed by the guide, and the local rendering window is a transparent, top-mounted window.

[0092] In this embodiment, a layered rendering and window overlay display strategy is adopted to meet the viewing needs of local broadcasters in game esports live streaming scenarios. First, based on preset local rendering rules (which are formulated according to the auxiliary analysis interface content required by the broadcaster, such as analysis elements including real-time player status, tactical data, and key event markers), the game's competitive data (such as player operation commands, skill releases, and team tactical coordination) is rendered in a targeted manner, generating a local rendering window containing auxiliary analysis information. Simultaneously, the system renders a basic game window based on the game screen data (i.e., the original game screen). Finally, the transparent and top-mounted local rendering window is overlaid on the basic game window, allowing the broadcaster to view the original game screen while simultaneously obtaining key analysis information in real time.

[0093] Optionally, in this embodiment of the application, the local rendering window includes a game minimap, and the player's location on the game minimap is marked with a player number.

[0094] In this embodiment, the game minimap is a thumbnail display of the entire game scene, allowing users to quickly understand the overall picture of the game scene and the approximate location of each element. Within this minimap, the positions of the players are specially marked with their player numbers. By marking the player positions with numbers, users such as directors viewing the local rendering window can quickly and clearly locate them, avoiding the use of player or character portraits on the minimap, which would affect the director's analysis efficiency.

[0095] Optionally, in this embodiment, the method further includes: performing predictive event analysis on the game screen data and the game competition data according to game predictive event analysis rules, and rendering the analyzed predictive event in the local rendering window through a predictive event rendering engine when a predictive event is analyzed. The game predictive event analysis rules include data analysis triggering conditions and display methods for at least one predictive event. The data analysis triggering conditions are used to indicate the preconditions for displaying the predictive event, and the display method is used to indicate the rendering method of the predictive event. The predictive event includes the outbreak of a team battle and the display of at least one game achievement information.

[0096] In this embodiment, to further enhance the quality and information richness of locally viewed game event content, predictive event analysis can also be performed. First, a set of game predictive event analysis rules is pre-defined. These rules are specifically formulated based on the analysis of large amounts of game data, game mechanics, and common tactical strategies. This design upgrades traditional data display to a truly multi-angle, precise data analysis tool (such as KDA, ADR (Average Damage Per Round), headshot rate, first kills / win rate, clutch rounds / win rate, 1v1 gunfight wins, etc.), providing directors and analysts with in-depth game insights and forward-looking information. The game predictive event analysis rules include the data analysis trigger conditions and display methods for predictive events. The data analysis trigger conditions are the preconditions for the display of predictive events, i.e., what conditions must be met for the predictive event to be displayed. The display method refers to how the predictive event is displayed. For example, in shooting games, when one team of players moves towards a certain area and enemy players are hiding in that area, it may indicate that a team fight is about to break out. Next, game screen data and game competition data are analyzed. The game's visual data provides intuitive information about the game scene, while the game's competitive data includes key information such as player commands, character status, and game progress. The system analyzes this data in real time according to pre-defined analysis rules. When a predictive event matching the rules is identified, the predictive event rendering engine is activated. This engine generates corresponding visual rendering effects based on the type and characteristics of the predictive event. For example, if the predicted event is an impending team fight, with the prerequisite that one team's players are moving towards a specific area and enemy players are hiding in that area, the display could include special warning signs in the relevant area. For example, predictive events include the display of game achievements such as KDA, ADR (Average Damage Per Round), headshot rate, first kills / win rate, clutch rounds / win rate, and 1v1 gunfight wins. The prerequisites for KDA could be the end of one or more team fights or a timer triggering; for ADR and headshot rate, the prerequisite could be the end of a team fight; for first kills / win rate, the prerequisite could be the start of the game or the end of a first kill; for clutch rounds / win rate, the prerequisite could be less than a specific time remaining in the game; and for 1v1 gunfight wins, the prerequisite could be meeting certain conditions in a 1v1 gunfight. Ultimately, this rendered predictive event information is displayed in the local rendering window, allowing the director to anticipate potential scenarios and better manage the live stream.

[0097] Optionally, after acquiring game event data, the method further includes: storing the game event data frame by frame into a data buffer, so as to store the most recent multiple frames of game event data with consecutive timestamps through the data buffer; wherein, when rendering display content based on the game event data, interpolation processing is performed on the game event data of the corresponding frame and the game event data before the corresponding frame in the buffer, and the display content is rendered based on the difference result.

[0098] In this embodiment, real-time game data is stored frame by frame in a circular buffer. This buffer uses a timestamp sorting mechanism, retaining only the most recent N frames (e.g., 10 frames) of continuous data to ensure temporal continuity and avoid frame loss due to network latency or packet loss. Limiting the buffer capacity also reduces memory usage. Furthermore, during the rendering phase, dynamic interpolation calculations are performed on the target frame and its preceding frames in the buffer. For example, if the 5th frame needs to be rendered, interpolation calculations can be performed based on the known data of the 4th and 5th frames, and the interpolation results are used for rendering the displayed content. The interpolation algorithm can employ linear interpolation or motion vector prediction to ensure visual continuity during frame transitions, avoiding screen tearing or stuttering caused by data loss or other data jumps.

[0099] Optionally, after obtaining game event data, the method further includes:

[0100] Based on the game competition data, surviving player characters in the game event are identified, and the surviving player bounding boxes are identified based on the positions of the surviving player characters, so as to determine the expected battle area based on the bounding box identification results.

[0101] Determine whether surviving player characters overflow the game map boundary when the battle area is scaled according to a preset scaling size and the center offset is made based on the scaled battle area.

[0102] If the battle area does not overflow the game map boundary, the battle area is scaled by a preset scaling size and the center of the scaled battle area is offset to update the game map in the game competition data based on the calculated battle area.

[0103] If the battle area overflows the game map boundary, the preset scaling size is adjusted based on the scaling strategy corresponding to the game map, so that after scaling the battle area according to the adjusted preset scaling size and offsetting the center based on the scaled battle area, the surviving player character is within the game map; the battle area is scaled according to the adjusted preset scaling size and offset based on the scaled battle area, so as to update the game map in the game competition data based on the calculated battle area.

[0104] In this embodiment, since only surviving players can participate in subsequent battles, the game event data can be obtained, such as... Figure 5As shown, the process first identifies surviving player characters in the current game based on game data to analyze the battle area. In special scenarios, if the game map contains multiple layers and only players on the same layer can participate in the same battle, surviving players can be identified layer by layer, and subsequent game map updates can be performed based on the surviving players at each layer. Next, based on the location information of these surviving player characters, bounding boxes are identified. Imagine drawing a rectangle roughly encompassing all surviving player characters (i.e., the bounding box). This bounding box represents the approximate distribution range of the surviving player characters on the map. Based on this bounding box identification result, the expected battle area can be further determined, meaning the next battle is likely to occur within this area. Specifically, when performing bounding box identification, the radius of the player character's portrait on the map can also be considered to ensure that the surviving player's portrait does not exceed the bounding box range when enclosing it within the bounding box, avoiding the situation where the portrait icon exceeds the bounding box. Finally, the determined battle area is scaled according to a preset scaling size. The preset scaling size is a pre-defined ratio used to adjust the size of the battle area. After scaling the battle area, it is then center-shifted. Center shifting changes the battle area's position on the game map to better display it or adapt to specific display needs. Specifically, the center of the bounding box can be shifted to the center of the map. Additionally, different preset scaling sizes can be set for different types of game maps to showcase the unique battle characteristics of each map. Then, it's determined whether surviving player characters within the scaled and shifted battle area exceed the game map's boundaries. If all surviving player characters remain within the game map's boundaries, the scaling and shifting operations did not cause players to "run out" of the map. If surviving player characters do not overflow the game map's boundaries, the battle area can be scaled according to the preset scaling size, and a center shift operation can be performed. Afterward, based on this calculated new battle area, the game map information in the game's competitive data is updated. Subsequent display and analysis operations will then be based on this updated map. If surviving player characters overflow the game map's boundaries, the current preset scaling size is inappropriate and needs adjustment. This adjustment can be made based on the map's size, shape, and boundary conditions to find a suitable scaling ratio so that after scaling and shifting the battle area according to the adjusted scaling size, the surviving player characters remain within the game map. After adjusting the preset scaling size, the battle area is scaled and its center offset is adjusted according to the new size. Finally, the game map in the game's competitive data is updated based on the calculated battle area. In one optional implementation, the game competitive data with the updated game map can be simultaneously distributed to both the local rendering window and the off-screen rendering window, or it can be sent only to the off-screen rendering window while the game competitive data sent to the local rendering window remains unchanged.This application's embodiments achieve intelligent adjustment of the game map by identifying surviving player characters and determining the expected battle area, combined with scaling and boundary judgment mechanisms. On the one hand, it ensures that the battle area is always presented reasonably when displaying game events, avoiding player characters from exceeding the map boundaries due to scaling or offset, thus improving the rationality and professionalism of the display. On the other hand, it flexibly adjusts the scaling size according to different situations, ensuring the flexibility and adaptability of the game map display. Regardless of the map scene and player distribution, a suitable display method can be found, providing a higher quality and more accurate visual experience for viewers and event personnel, and helping them better understand the progress and situation of the game event.

[0105] Optionally, in this embodiment of the application, after rendering locally displayed content in the local rendering window for local viewing based on the game screen data and the game competition data and in accordance with the local rendering rules, the method further includes:

[0106] The game event is analyzed based on the local display content of the local rendering window, and game event rendering data is generated when preset game event events are analyzed.

[0107] Based on the game competition data and according to the live streaming rendering rules, the live streaming display content is rendered in the off-screen rendering window, including:

[0108] Based on the game competition data and the game event rendering data, the live broadcast content is rendered in the off-screen rendering window according to the live broadcast rendering rules.

[0109] In this embodiment, after rendering the local display content in the local rendering window, real-time game event analysis can be performed based on the displayed content (such as player positions, skill status, tactical layout, and other visual information). Through preset event recognition rules (such as "key team fights" and "tactical decision points"), the system automatically detects and marks game event events that meet the conditions, generating game event rendering data containing information such as event type, occurrence time, and associated characters. During the rendering of the live broadcast content in the off-screen rendering window, the generated game event rendering data can be synchronously imported. Based on live broadcast rendering rules (such as the HUD layout from the viewer's perspective, key event highlighting effects, and real-time data pop-ups), the event rendering data and game competition data are deeply integrated. For example, when a "key team fight" event is detected, the live broadcast rendering engine automatically overlays dynamic effects in the team fight area, magnifies the local image, or adds a real-time battle damage statistics pop-up. Furthermore, the local rendering window continuously provides the director with original footage containing auxiliary analysis information, while the off-screen rendering window generates live broadcast display content for the audience based on the integrated data, which is ultimately pushed to the live broadcast platform via protocols such as Spout2.

[0110] Furthermore, as Figure 1 In terms of specific implementation, this application provides a data processing device for live streaming of game events, such as... Figure 6 As shown, the device includes:

[0111] The window creation module is used to create local rendering windows and off-screen rendering windows, and to configure the local rendering rules corresponding to the local rendering windows and the live streaming rendering rules corresponding to the off-screen rendering windows.

[0112] The data acquisition module is used to acquire game event data collected by the game event terminal based on the game event data acquisition function through the main process data bus, and distribute the game event data to the local rendering window and the off-screen rendering window, wherein the game event data includes game screen data and game competition data;

[0113] The rendering module is used to render local display content in the local rendering window for local viewing based on the game screen data and the game competition data, according to the local rendering rules, and to perform off-screen rendering of the game competition data without displaying it through the rendering process according to the live off-screen rendering rules, so as to obtain the GPU texture handle, and convert the GPU texture handle into a DirectX texture object to determine the live display content as the second data source; wherein, the off-screen rendering rules are determined based on the head-up display content shown to the audience;

[0114] The streaming module is used to send the game screen data as the first data source to the live streaming software, store each frame of the off-screen rendering window's DirectX texture object in the image buffer, capture the DirectX texture objects in the image buffer frame by frame as Spout2 data source and send them to the live streaming software, wherein the second data source is a Spout2 data source; the live streaming software captures the first data source and the second data source based on texture sharing, completes content synthesis at the GPU level, and then streams it to the live streaming platform.

[0115] Optionally, the data acquisition module is further configured to:

[0116] The game event terminal preloads the event data acquisition function configuration file to enable the game event data acquisition function, and collects the game event data based on the game event data acquisition function;

[0117] The game event data is distributed to the local rendering window and the off-screen rendering window via the main process data bus based on Socket.IO.

[0118] Optionally, the rendering module is further configured to:

[0119] The game data is rendered locally using the local rendering window according to the local rendering rules, and the local rendering window is overlaid on the game window rendered based on the game screen data for display. The local rendering rules are determined based on the auxiliary analysis interface content displayed by the guide, and the local rendering window is a transparent, top-mounted window.

[0120] Optionally, the local rendering window includes a game minimap, and the player's location on the game minimap is marked with the player's number.

[0121] Optionally, the rendering module is further configured to:

[0122] Based on the game predictive event analysis rules, predictive event analysis is performed on the game screen data and the game competition data. When a predictive event is identified, the predictive event is rendered in the local rendering window through the predictive event rendering engine. The game predictive event analysis rules include data analysis triggering conditions and display methods for at least one predictive event. The data analysis triggering conditions are used to indicate the pre-display conditions of the predictive event, and the display method is used to indicate the rendering method of the predictive event. The predictive events include team battles and the display of at least one game achievement information.

[0123] Optionally, the rendering module is further configured to:

[0124] The game data is stored frame by frame in a data buffer to store the most recent multiple frames of game data with consecutive timestamps. When rendering display content based on the game data, the game data of the corresponding frame and the game data before the corresponding frame in the buffer are interpolated, and the display content is rendered based on the difference result.

[0125] Optionally, the data acquisition module is further configured to:

[0126] Based on the game competition data, surviving player characters in the game event are identified, and the surviving player bounding boxes are identified based on the positions of the surviving player characters, so as to determine the expected battle area based on the bounding box identification results.

[0127] Determine whether surviving player characters overflow the game map boundary when the battle area is scaled according to a preset scaling size and the center offset is made based on the scaled battle area.

[0128] If the battle area does not overflow the game map boundary, the battle area is scaled by a preset scaling size and the center of the scaled battle area is offset to update the game map in the game competition data based on the calculated battle area.

[0129] If the battle area overflows the game map boundary, the preset scaling size is adjusted based on the scaling strategy corresponding to the game map, so that after scaling the battle area according to the adjusted preset scaling size and offsetting the center based on the scaled battle area, the surviving player character is within the game map; the battle area is scaled according to the adjusted preset scaling size and offset based on the scaled battle area, so as to update the game map in the game competition data based on the calculated battle area.

[0130] Optionally, the rendering module is further configured to:

[0131] The game event is analyzed based on the local display content of the local rendering window, and game event rendering data is generated when preset game event events are analyzed.

[0132] Based on the game competition data and the game event rendering data, the live broadcast content is rendered in the off-screen rendering window according to the live broadcast rendering rules.

[0133] It should be noted that other corresponding descriptions of the functional units involved in the data processing apparatus for live streaming of game events provided in this application embodiment can be found by referring to... Figures 1 to 5 The corresponding descriptions in the method will not be repeated here.

[0134] This application also provides a computer device, specifically a personal computer, server, network device, etc. The computer device includes a bus, processor, memory, and communication interface, and may also include input / output interfaces and a display device. The processor of the computer device provides computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and internal memory. The non-volatile storage medium stores an operating system, computer programs, and a database. The internal memory provides an environment for the operation of the operating system and computer programs in the non-volatile storage medium. The database of the computer device stores location information. The network interface of the computer device is used for communication with external terminals via a network connection. When the computer program is executed by the processor, it implements the steps in the various method embodiments.

[0135] Those skilled in the art will understand that the structure of the computer device described above is only a partial structure related to the solution of this application, and does not constitute a limitation on the computer device to which the solution of this application is applied. A specific computer device may include more or fewer components, or combine certain components, or have different component arrangements.

[0136] In one embodiment, a computer-readable storage medium is provided, which may be non-volatile or volatile, having stored thereon a computer program that, when executed by a processor, implements the steps in the above method embodiments.

[0137] In one embodiment, a computer program product is provided, including a computer program that, when executed by a processor, implements the steps in the above method embodiments.

[0138] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, data stored, data displayed, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties.

[0139] Those skilled in the art will understand that all or part of the processes in the above embodiments can be implemented by a computer program instructing related hardware. The computer program can be stored in a non-volatile computer-readable storage medium. When executed, the computer program can include the processes of the embodiments described above. Any references to memory, databases, or other media used in the embodiments provided in this application can include at least one of non-volatile and volatile memory. Non-volatile memory can include read-only memory (ROM), magnetic tape, floppy disk, flash memory, optical memory, high-density embedded non-volatile memory, resistive random access memory (ReRAM), magnetic random access memory (MRAM), ferroelectric random access memory (FRAM), phase change memory (PCM), graphene memory, etc. Volatile memory can include random access memory (RAM) or external cache memory, etc. By way of illustration and not limitation, RAM can take many forms, such as Static Random Access Memory (SRAM) or Dynamic Random Access Memory (DRAM). The databases involved in the embodiments provided in this application may include at least one type of relational database and non-relational database. Non-relational databases may include, but are not limited to, blockchain-based distributed databases. The processors involved in the embodiments provided in this application may be general-purpose processors, graphics processors, digital signal processors, programmable logic devices, quantum computing-based data processing logic devices, etc., and are not limited to these.

[0140] The technical features of the above embodiments can be combined in any way. For the sake of brevity, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.

[0141] The embodiments described above are merely illustrative of several implementation methods of this application, and while the descriptions are specific and detailed, they should not be construed as limiting the scope of this patent application. It should be noted that those skilled in the art can make various modifications and improvements without departing from the concept of this application, and these all fall within the protection scope of this application. Therefore, the protection scope of this application should be determined by the appended claims.

Claims

1. A data processing method for live streaming of game events, characterized in that, Applied to a central control system, the method includes: Create a local rendering window and an off-screen rendering window, and configure the local rendering rules corresponding to the local rendering window and the live streaming rendering rules corresponding to the off-screen rendering window; The main process data bus acquires game event data collected by the game event terminal based on the game event data acquisition function, and distributes the game event data to the local rendering window and the off-screen rendering window. The game event data includes game screen data and game competition data. Based on the game screen data and the game competition data, local display content is rendered in the local rendering window according to the local rendering rules for local viewing, and the game competition data is rendered off-screen according to the live off-screen rendering rules through the rendering process to obtain GPU texture handles. The GPU texture handles are converted into DirectX texture objects and determined as the live display content as the second data source; wherein, the off-screen rendering rules are determined based on the head-up display content shown to the audience. The game screen data is sent to the live streaming software as the first data source. Each frame of the off-screen rendering window's DirectX texture object is stored in the image buffer. The DirectX texture objects in the image buffer are captured frame by frame and sent to the live streaming software as Spout2 data sources. The second data source is a Spout2 data source. The live streaming software captures the first data source and the second data source based on texture sharing, completes content compositing at the GPU level, and then pushes the stream to the live streaming platform.

2. The data processing method for live streaming of game events according to claim 1, characterized in that, Before obtaining game tournament data, the following is also included: The game event terminal preloads the event data acquisition function configuration file to enable the game event data acquisition function, and collects the game event data based on the game event data acquisition function; Distributing the game event data to the local rendering window and the off-screen rendering window includes: The game event data is distributed to the local rendering window and the off-screen rendering window via the main process data bus based on Socket.IO.

3. The data processing method for live streaming of game events according to claim 1, characterized in that, Based on the game screen data and the game competition data, and in accordance with the local rendering rules, local display content is rendered in the local rendering window for local viewing, including: The game data is rendered locally using the local rendering window according to the local rendering rules, and the local rendering window is overlaid on the game window rendered based on the game screen data for display. The local rendering rules are determined based on the auxiliary analysis interface content displayed by the guide, and the local rendering window is a transparent, top-mounted window.

4. The data processing method for live streaming of game events according to claim 3, characterized in that, The local rendering window includes a game minimap, and the player's location on the game minimap is marked with the player's number.

5. The data processing method for live streaming of game events according to any one of claims 1 to 4, characterized in that, Also includes: Based on the game predictive event analysis rules, predictive event analysis is performed on the game screen data and the game competition data. When a predictive event is identified, the predictive event is rendered in the local rendering window through the predictive event rendering engine. The game predictive event analysis rules include data analysis triggering conditions and display methods for at least one predictive event. The data analysis triggering conditions are used to indicate the pre-display conditions of the predictive event, and the display method is used to indicate the rendering method of the predictive event. The predictive events include team battles and the display of at least one game achievement information.

6. The data processing method for live streaming of game events according to any one of claims 1 to 4, characterized in that, After obtaining the game tournament data, it also includes: The game data is stored frame by frame in a data buffer to store the most recent multiple frames of game data with consecutive timestamps. When rendering display content based on the game data, the game data of the corresponding frame and the game data before the corresponding frame in the buffer are interpolated, and the display content is rendered based on the difference result.

7. The data processing method for live streaming of game events according to any one of claims 1 to 4, characterized in that, After obtaining the game tournament data, it also includes: Based on the game competition data, surviving player characters in the game event are identified, and the surviving player bounding boxes are identified based on the positions of the surviving player characters, so as to determine the expected battle area based on the bounding box identification results. Determine whether surviving player characters overflow the game map boundary when the battle area is scaled according to a preset scaling size and the center offset is made based on the scaled battle area. If the battle area does not overflow the game map boundary, the battle area is scaled by a preset scaling size and the center of the scaled battle area is offset to update the game map in the game competition data based on the calculated battle area. If the battle area overflows the game map boundary, the preset scaling size is adjusted based on the scaling strategy corresponding to the game map, so that after scaling the battle area according to the adjusted preset scaling size and offsetting the center based on the scaled battle area, the surviving player character is within the game map; the battle area is scaled according to the adjusted preset scaling size and offset based on the scaled battle area, so as to update the game map in the game competition data based on the calculated battle area.

8. The data processing method for live streaming of game events according to any one of claims 1 to 4, characterized in that, Based on the game screen data and the game competition data, after rendering the locally displayed content in the local rendering window for local viewing according to the local rendering rules, the process further includes: The game event is analyzed based on the local display content of the local rendering window, and game event rendering data is generated when preset game event events are analyzed. Based on the game competition data and according to the live streaming rendering rules, the live streaming display content is rendered in the off-screen rendering window, including: Based on the game competition data and the game event rendering data, the live broadcast content is rendered in the off-screen rendering window according to the live broadcast rendering rules.

9. A data processing device for live streaming game events, characterized in that, The device, used in a central control system, includes: The window creation module is used to create local rendering windows and off-screen rendering windows, and to configure the local rendering rules corresponding to the local rendering windows and the live streaming rendering rules corresponding to the off-screen rendering windows. The data acquisition module is used to acquire game event data collected by the game event terminal based on the game event data acquisition function through the main process data bus, and distribute the game event data to the local rendering window and the off-screen rendering window, wherein the game event data includes game screen data and game competition data; The rendering module is used to render local display content in the local rendering window for local viewing based on the game screen data and the game competition data, according to the local rendering rules, and to perform off-screen rendering of the game competition data through the rendering process according to the live off-screen rendering rules to obtain GPU texture handles, and to convert the GPU texture handles into DirectX texture objects to determine the live display content as a second data source; wherein, the off-screen rendering rules are determined based on the head-up display content shown to the audience; The streaming module is used to send the game screen data as the first data source to the live streaming software, store each frame of the off-screen rendering window's DirectX texture object in the image buffer, capture the DirectX texture objects in the image buffer frame by frame as Spout2 data source and send them to the live streaming software, wherein the second data source is a Spout2 data source; the live streaming software captures the first data source and the second data source based on texture sharing, completes content synthesis at the GPU level, and then streams it to the live streaming platform.

10. A storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method of any one of claims 1 to 8.

11. A computer device, comprising a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, characterized in that, When the processor executes the computer program, it implements the method of any one of claims 1 to 8.

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