Program and information processing system
By dynamically switching game processing modes to low-load states and transmitting images in these modes, the program enhances game image visibility and stability, addressing high load-related issues in existing systems.
Patent Information
- Application Number
- JP2024004984
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-17
- Publication Date
- 2025-07-30
AI Technical Summary
Existing technologies struggle to improve the visibility of game images on terminal devices, particularly during high processing loads, leading to potential inconveniences and reduced user experience.
A program that switches the game processing mode to a low-load mode when certain conditions are met, such as a shift in gameplay status or increased load, and transmits the game image in this mode for distribution, thereby reducing processing load and enhancing visibility.
This approach stabilizes processing loads, improves game image visibility on both the player's and viewer's terminals by reducing processing demands and avoiding unnecessary mode switches, ensuring smoother gameplay and better image quality.
Smart Images

Figure 2025110932000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a program and an information processing system.
Background Art
[0002] Conventionally, in a terminal device that displays images, a technique for adjusting the resolution and frame rate of game images is known. For example, Patent Document 1 discloses a system including a first terminal device operated by a player who plays a game, and a second terminal device that acquires a game video transmitted from the first terminal device. The second terminal device superimposes game data on a game video having a lower resolution or frame rate than the game video transmitted from the first terminal device and displays the superimposed game data on a display unit, thereby improving visibility while suppressing the data amount.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] An object of the present disclosure is to provide a program and an information processing system capable of improving the visibility of game images in a terminal device on the player side of a game.
Means for Solving the Problems
[0005] A program according to an embodiment shown in the present disclosure causes a computer to set one mode from a plurality of modes associated with the degree of load in game processing in the computer; a mode setting unit; and a transmission unit that transmits a game image in the game as a distribution image. When the game play status satisfies a predetermined condition, the mode is caused to function as a mode switching unit that switches to a low load mode in which the degree of the load is lower than normal. The transmission unit transmits the game image processed in the low load mode as the distribution image.
Advantages of the Invention
[0006] According to the present disclosure, visibility of a game image can be improved in a terminal device on the player side of a game.
Brief Description of the Drawings
[0007]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Modes for Carrying Out the Invention
[0008] Hereinafter, embodiments of this technical idea will be described in detail with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed descriptions thereof will not be repeated.
[0009] [Configuration of Information Processing System] FIG. 1 is a diagram showing the configuration of an information processing system 1 according to an embodiment of the present disclosure. As shown in FIG. 1, the information processing system 1 includes a plurality of terminals (computers) 10 used by a plurality of users respectively, and a server 20, and these devices are communicably connected to each other via a network 13.
[0010] The terminal 10 is a smartphone, a tablet or a tablet, etc. The terminal 10 may be a portable terminal, or may be a wearable device worn on the body, an installation type terminal such as a PC (Personal Computer) or a game machine. When the terminal 10 is operated by the user, data related to the game is transmitted and received between the server 20 and the terminal 10. Thereby, the user can play the game.
[0011] The server 20 manages various data related to the games of each user who plays the game, and transmits images, sounds, texts, and other data to the terminal 10 according to the progress of the games of each user. Further, the server 20 can provide an environment for playing the game in multiplayer to each user by identifying, for example, a plurality of users participating in multiplayer and communicating with the terminal 10 of each user.
[0012] [Configuration of Terminal] FIG. 2 is a block diagram showing the configuration of the terminal 10 according to an embodiment of the present disclosure. The terminal 10 includes a communication unit 21, a control unit 22, a storage unit 23, a memory 24, a display unit 25, and an input reception unit 26.
[0013] The communication unit 21 functions as an interface for the terminal 10 to communicate with external devices such as the server 20. For example, when game information is transmitted from the server 20 shown in FIG. 1 to the terminal 10, the communication unit 21 receives the game information and outputs it to the control unit 22. The game information includes information used for generating a game image, information used for generating various objects included in the game image, and the like.
[0014] The storage unit 23 includes a storage device such as an HDD (Hard Disk Drive) or a flash memory. Specifically, the program 41, user information 42, mode information 43, etc. are stored in the storage unit 23. The program 41 is a program for the terminal 10 to execute various processes.
[0015] The user information 42 includes information about the user who is a player of the game. Specifically, the user information 42 includes the identification information of the terminal 10, the identification information of each user, and other information.
[0016] The mode information 43 includes information about a plurality of processing modes M applied to the game process. Each processing mode M is associated with the degree of load in the game process. Details of the degree of load of each processing mode M will be described later.
[0017] The memory 24 includes a storage device such as a ROM (Read Only Memory) or a RAM (Random Access Memory). Various data generated along with the operation of the control unit 22 are temporarily stored in the memory 24. For example, in the memory 24, game medium information such as the character operated by the user, the items equipped on the character, and the virtual currency held by each user, etc. related to various game media of the user are stored.
[0018] The input reception unit 26 receives the input of the user's operation on the terminal 10, such as an operation to move a character or an operation to perform various settings in the game, and outputs operation information indicating the operation content to the control unit 22.
[0019] The control unit 22 is a processor including, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), or a GPU (Graphics Processing Unit). By operating according to the program 41, the control unit 22 functions as a game progress unit 31, a transmission unit 32, a mode setting unit 33, a mode switching unit 34, and a load determination unit 35.
[0020] Based on the game information transmitted from the server 20 and the operation information output from the input reception unit 26, the game progress unit 31 performs various processes related to the progress of the game. For example, the game progress unit 31 moves the character operated by the user, progresses the events in the game, generates and controls objects such as other characters and buildings appearing in the game, and generates game images. Further, the game progress unit 31 causes the display unit 25, which is a display or the like, to display the generated game images and various menu images.
[0021] The game images include both still images and moving images during the play of the game. Further, the game images include not only the images in the main part (in-game) of the game such as a battle game, but also the images in the preparation part (out-game) where settings or lottery processes related to the main part are executed, and the images showing the results of the main part. Further, when the game is distributed as described later, the game images also include a series of play screens including the interaction between the distributor and the viewer.
[0022] The transmission unit 32 performs streaming distribution of the image of the game played by the user, that is, the game image generated by the game progress unit 31, to the terminal 10 of other users via the server 20. Other users can view the game image streamed from the terminal 10 operated by the player of the game using their own terminal 10.
[0023] The mode setting unit 33 sets one mode from among a plurality of processing modes M included in the mode information 43. For example, the mode setting unit 33 sets an initial mode applied at the start of the game. The mode setting unit 33 may set, as the initial mode, a processing mode M preset according to the performance of the terminal 10 or the like, or may set, as the initial mode, a processing mode M selected by the user from among the plurality of processing modes M.
[0024] The mode switching unit 34 switches the processing mode M applied to the game processing. More specifically, when the play status of the game on the terminal 10 satisfies a predetermined condition, the mode switching unit 34 switches the processing mode M to a low load mode in which the degree of load in processing is lower than normal among the plurality of processing modes M. Specifically, when the play status of the game satisfies a predetermined condition, the mode switching unit 34 switches the processing mode M to a low load mode in which the degree of load in processing is lower than that of the initial mode.
[0025] The low load mode may be preset or may be arbitrarily set by the user from among the plurality of processing modes M. Also, when the low load mode is not preset, for example, among the plurality of processing modes M, a processing mode M with a lower processing load after the initial mode may be set as the low load mode.
[0026] The game progress unit 31 performs game processing according to the currently set processing mode M. For example, when the current processing mode M is the initial mode, the game progress unit 31 generates a game image or the like according to the initial mode. Also, for example, when the current processing mode M is the low load mode, the game progress unit 31 generates a game image or the like according to the low load mode.
[0027] The load determination unit 35 determines the current degree of load on the terminal 10. For example, the load determination unit 35 periodically determines the degree of load during the period from the start to the end of the game play on the terminal 10.
[0028] [Explanation of Processing Modes] FIG. 3 is a diagram for explaining an example of a plurality of processing modes M included in the mode information 43 shown in FIG. 2. As shown in FIG. 3, the plurality of processing modes M include, for example, five processing modes M1, M2, M3, M4, and M5. The processing modes M1, M2, M3, M4, and M5 are set in order so that the processing load of the game decreases.
[0029] FIG. 4 is a diagram for explaining setting items related to the processing load for each processing mode M shown in FIG. 3. For example, for each processing mode M, the content to be executed in the game processing is set for a plurality of items related to the processing load. Here, as an example, it is assumed that for each processing mode M, items such as resolution, shader keyword, real-time shadow, LOD (Level of Detail) threshold, effect display, and frame rate are set.
[0030] Specifically, for example, for each of the processing modes M1, M2, M3, M4, and M5, game image resolutions R1, R2, R3, R4, and R5 are set. For example, lower values are set in the order of resolutions R1, R2, R3, R4, and R5. Note that two or more consecutive ones of the resolutions R1, R2, R3, R4, and R5 may have the same value.
[0031] Also, for example, for each of the processing modes M1, M2, M3, M4, and M5, the validity or invalidity of shader keywords in the processing of game images is set. In the example shown in FIG. 4, as an example, in the processing modes M1, M2, M3, and M4, a part of the shader keywords is set to be invalid, and in the processing mode M5, the shader keywords are set to be valid.
[0032] As a result, for example, in the game images processed by the processing modes M1, M2, M3, and M4, different processing is performed, such as the quality of the shadow of the object being lower compared to the game images processed by the processing mode M5.
[0033] Also, for example, for each of the processing modes M1, M2, M3, M4, and M5, the on / off state of real-time shadows in the processing of game images is set. In the example shown in FIG. 4, as an example, real-time shadows are set to off in the processing modes M1, M2, and M3, and real-time shadows are set to on in the processing modes M4 and M5.
[0034] As a result, for example, in the game images processed by the processing modes M1, M2, and M3, the shadows of the objects are not displayed, and in the game images processed by the processing modes M4 and M5, the shadows of the objects are displayed.
[0035] Also, for example, for each of the processing modes M1, M2, M3, M4, and M5, the LOD thresholds L1, L2, L3, L4, and L5 in the processing of game images are set. For example, lower values are set in the order of the LOD thresholds L1, L2, L3, L4, and L5. Note that among the thresholds L1, L2, L3, L4, and L5, two or more consecutive ones may be the same value.
[0036] As a result, for example, in the game images processed by the processing mode M5, fine objects such as grass in the background are displayed, while in the game images processed by the processing mode M1, the fine objects are not displayed.
[0037] Also, for example, for each of the processing modes M1, M2, M3, M4, and M5, the on / off state of effect display in the processing of game images is set. In the example shown in FIG. 4, as an example, effect display is set to off in the processing modes M1 and M2, and effect display is set to on in the processing modes M3, M4, and M5.
[0038] As a result, for example, in game images processed by processing modes M3, M4, and M5, decorative objects such as sparks are displayed when a fire object is displayed, whereas in game images processed by processing modes M1 and M2, decorative objects are hidden and objects such as fire are simplified.
[0039] For example, frame rates F1, F2, F3, F4, and F5 for processing game images are set for each of the processing modes M1, M2, M3, M4, and M5. For example, the frame rates F1, F2, F3, F4, and F5 are set in descending order. Note that two or more consecutive frame rates F1, F2, F3, F4, and F5 may have the same value.
[0040] Note that the items set in each processing mode M are not limited to the above items. Furthermore, the contents of each item as described above are merely examples, and even in processing mode M which is set to reduce the processing load of the game, the contents of each item are set so as not to impair the interest of the game.
[0041] [Example of switching processing modes] (Example 1) Here, the game played on terminal 10 includes an in-game, which is the main part of the game (for example, in a competitive game, the part where players battle each other), and an out-game, which is a preparation part where preparations for the in-game are mainly made (for example, in a competitive game, the part where the player to be controlled and the stage on which the battle will be made are selected). The game is configured to progress by repeatedly executing the out-game and in-game as one unit cycle. Note that the out-game is not limited to in-game preparations; various lotteries (so-called gacha) for game items, tickets, etc. may be executed, and various settings for the game environment may be executed.
[0042] When the operation of the player shifts from a setting operation performed in the out-game, such as a character selection operation, to a progress operation performed in the in-game, such as moving a character, the mode switching unit 34 determines that the game play status satisfies a predetermined condition. That is, when shifting from the out-game to the in-game, the mode switching unit 34 determines that the game play status satisfies a predetermined condition. And in this case, the mode switching unit 34 switches the processing mode M of the game image from the initial mode to the low-load mode.
[0043] For example, assume that the processing mode M3 shown in FIG. 3 is set as the initial mode. And when the operation of the player shifts from a setting operation to a progress operation, the mode switching unit 34 switches the processing mode M to the processing mode M2 or the processing mode M1.
[0044] Also, assume that the operation of the player shifts from a progress operation to a setting operation. That is, in the game, assume that it shifts from the in-game to the out-game. In this case, the mode switching unit 34 determines that the game play status does not satisfy a predetermined condition, and switches the processing mode M from the low-load mode to the initial mode.
[0045] (Example 2) When the degree of load on the terminal 10 determined by the load determination unit 35 shown in FIG. 2 exceeds the threshold value, the mode switching unit 34 may determine that the game play status satisfies a predetermined condition, and switch the processing mode M from the initial mode to the low-load mode.
[0046] When such switching processing is performed, when the degree of load determined by the load determination unit 35 is below the threshold value, the mode switching unit 34 determines that the game play status does not satisfy a predetermined condition, and switches the processing mode M from the low-load mode to the initial mode.
[0047] Note that the mode switching unit 34 does not switch the processing mode M even when the processing load in the initial mode is lower than the processing load in the preset low load mode or when the predetermined conditions as described in the above (Example 1) or (Example 2) are satisfied. For example, when the processing mode M2 is set as the initial mode and the processing mode M3 is set as the low load mode, even when the predetermined conditions are satisfied, the processing mode M continues with the processing mode M2 which is the initial mode. Thereby, unnecessary switching of the processing mode M can be avoided.
[0048] [Flow of operations] (Example 1) FIG. 5 is a flowchart showing an example of the flow of operations when the processing mode M is switched in the terminal 10 according to an embodiment of the present disclosure. Here, an example will be described in which the processing mode M is switched due to the player's operation shifting from the setting operation to the progression operation.
[0049] Referring to FIGS. 1, 2, and 5, first, the player starts playing a game on the terminal 10 (step S11). Next, the game progression unit 31 progresses the out-game by processing the game according to the initial mode set by the mode setting unit 33 based on the content of the player's setting operation and the game information acquired from the server 20 (step S12).
[0050] Next, it is assumed that the player performs a progression operation on the in-game (''YES'' in step S13). In this case, the mode switching unit 34 determines that the predetermined conditions are satisfied and switches the game processing mode M to the low load mode (step S14). Then, the game progression unit 31 progresses the in-game in the low load mode based on the content of the player's progression operation and the game information (step S15).
[0051] On the other hand, when no input of progress operation is made by the player (i.e., "NO" in step S13), the game progress unit 31 does not switch the processing mode M and continues the progress of the out-game in the initial mode (step S12).
[0052] Next, assume that during the progress of the in-game or before the progress of the in-game, the player performs an operation to instruct the distribution of the game image being played to another terminal 10 (i.e., "YES" in step S16). In this case, the transmission unit 32 transmits the game image of the in-game processed in the low-load mode by the game progress unit 31 to the server 20 via the communication unit 21 as the distribution image. Then, when the server 20 receives the distribution image transmitted from the terminal 10, the server 20 distributes the distribution image to another terminal 10 (step S17).
[0053] And as long as no operation to stop the distribution is performed by the player (i.e., "NO" in step S18), the transmission unit 32 continues the distribution of the game image via the server 20 (step S17). On the other hand, when an operation to stop the distribution is performed by the player (i.e., "YES" in step S18), the transmission unit 32 stops the distribution of the game image (step S19). That is, the transmission unit 32 stops transmitting the distribution image to the server 20. Then, it proceeds to step S15 and the progress of the in-game continues.
[0054] Also, assume that no operation to instruct the distribution of the game image is performed by the player (i.e., "NO" in step S16) and no input of setting operation for the out-game is made (i.e., "NO" in step S20). Even in this case, it proceeds to step S15 and the progress of the in-game continues.
[0055] On the other hand, assume that a player performs a setting operation for the out-game ( "YES" in step S20). In this case, the mode switching unit 34 switches the game processing mode M to the initial mode (step S21). Then, the process proceeds to step S12. Such operations of the terminal 10 continue until the player performs an end operation for the game.
[0056] Note that in the flowchart shown in FIG. 5, although the in-game progress in the low-load mode (step S15) starts and then the game image is distributed (step S17), it is not limited to such a flow. For example, the user may perform an operation to instruct the distribution of the game image in the out-game. In this case, regardless of whether there is a progress operation for the in-game, the switch to the low-load mode is performed, and the game image processed in the low-load mode is distributed.
[0057] As described above, in the terminal 10, when the game processing load increases, such as when migrating from the out-game to the in-game, the processing mode is automatically switched so that the processing load decreases. Therefore, it is possible to improve the visibility of the game image on the player's terminal 10, avoiding inconveniences such as the game processing not being smoothly performed due to the high processing load.
[0058] Also, when distributing the in-game game image to the viewer's terminal 10, the processing load on the player's terminal 10 becomes even higher. In contrast, as described above, since the terminal 10 transmits the game image processed in the low-load mode as the distribution image, it is possible to reduce the processing load on the player's terminal 10 when distributing the game image.
[0059] In addition, when the performance of the terminal 10 on the viewer side is low, in the terminal 10, the processing of the game images to be distributed may be delayed, and there is a possibility that satisfactory viewing cannot be achieved. On the other hand, as described above, since the game images processed in the low-load mode are distributed, the processing load on the viewer's terminal 10 can be reduced. Therefore, for the viewer, it is no longer necessary to change the settings such as the frame rate and image quality every time the game images are viewed, and more satisfactory viewing can be achieved.
[0060] In addition, the display area of the game images on the viewer's terminal 10 is often smaller than the display area of the game images on the player's terminal 10. On the other hand, as described above, since the game images processed by image processing in the low-load mode are distributed, the amount of information included in the game images displayed on the viewer's terminal 10 can be suppressed, and the visibility of the game images on the viewer's terminal 10 can be improved.
[0061] (Example 2) FIG. 6 is a flowchart showing another example of the operation flow when the processing mode M is switched in the terminal 10 according to the embodiment of the present disclosure. Here, an example in which the processing mode M is switched because the current load level in the terminal 10 exceeds the threshold will be described.
[0062] Referring to FIGS. 2 and 6, first, when the player starts playing a game on the terminal 10 (step S31), the game progress unit 31 performs game processing according to the initial mode set by the mode setting unit 33 (step S32).
[0063] In addition, when the game processing starts, the load determination unit 35 starts determining the load level of the terminal 10. Then, when the load level determined by the load determination unit 35 exceeds the threshold (``YES'' in step S33), the mode switching unit 34 switches the game processing mode M to the low-load mode (step S34). Then, the game progress unit 31 performs game processing in the low-load mode (step S35).
[0064] On the other hand, when the degree of load determined by the load determination unit 35 does not exceed the threshold (\"NO\" in step S33), if the current processing mode M is the low load mode, the mode switching unit 34 switches the processing mode M to the initial mode. Further, when the current processing mode M is the initial mode, the processing mode M is not switched and the initial mode is continued (step S36).
[0065] Then, the game progress unit 31 performs the game processing again in the initial mode (step S32). Such an operation by the terminal 10 continues until the player performs an operation to end the game.
[0066] As described above, by automatically switching the processing mode M according to the degree of load on the terminal 10, the processing load on the terminal 10 can be stabilized.
[0067] Note that the switching of the processing mode M due to the player's operation shifting from the setting operation to the progress operation as shown in FIG. 5 and the switching of the processing mode M according to the processing load on the terminal 10 as shown in FIG. 6 may be combined.
[0068] For example, the mode switching unit 34 may switch the processing mode M from the initial mode to the low load mode when at least one of the player's operation shifting from the setting operation to the progress operation and the processing load on the terminal 10 exceeding the threshold is satisfied.
[0069] Also, for example, the mode switching unit 34 may switch the processing mode M from the initial mode to the low load mode when the player's operation shifts from the setting operation to the progress operation and the processing load on the terminal 10 exceeds the threshold.
[0070] [Supplementary Notes] The content according to the embodiment of the present disclosure is listed as follows. [Problems] The purpose is to further improve the interestingness.
[0071] [Solution means] (Item 1) A computer, A mode setting unit that sets one mode from a plurality of modes associated with the degree of load in the game processing in the computer, A transmission unit that transmits the game image in the game as a distribution image, When the play status of the game satisfies a predetermined condition, the mode is caused to function as a mode switching unit that switches the mode to a low load mode in which the degree of load is lower than normal, The transmission unit transmits the game image processed by the low load mode as the distribution image, a program.
[0072] With such a configuration, for example, in a situation where the game processing load in the computer becomes high, the processing mode can be automatically switched so that the processing load in the computer becomes low. For this reason, it is possible to avoid inconveniences such as the game processing not being smoothly performed due to a high processing load, and to improve the visibility of the game image.
[0073] Also, at the time of distributing the game image, the processing load on the player's computer can be reduced.
[0074] Also, in the viewer's computer of the game image, since a game image with a low processing load can be obtained, the processing load on the viewer's computer can be reduced without the viewer performing a processing mode switching operation.
[0075] Also, the display area of the game image on the viewer's computer is smaller than the display area of the game image on the player's computer. On the other hand, as described above, by distributing the game image processed by the low load mode, the amount of information included in the game image displayed on the viewer's computer is suppressed, and the visibility of the game image on the viewer's computer can be improved.
[0076] (Item 2) The player's operation for the game includes a setting operation for the main part of the game and a progress operation for advancing the main part, The game uses, as a unit cycle, the execution of the setting operation and the execution of the progress operation corresponding to the setting operation, and can progress by executing such unit cycles, The program according to item 1 or item 2, wherein the predetermined condition includes transitioning from the setting operation to the progress operation in one unit cycle.
[0077] In this way, by adopting a configuration in which the processing mode is switched when the player's operation transitions from the setting operation to the progress operation, the processing mode of the game image can be switched at an appropriate timing.
[0078] (Item 3) The program according to any one of items 1 to 3, wherein the low-load mode is a preset mode.
[0079] With such a configuration, since the player does not need to perform settings for switching the processing mode, the player's labor can be reduced.
[0080] (Item 4) The program according to item 1, wherein the mode switching unit does not switch to the low-load mode even when the predetermined condition is satisfied and the load level of the set mode is lower than that of the low-load mode.
[0081] With such a configuration, unnecessary switching of the processing mode can be avoided.
[0082] (Item 5) The program further causes the computer to function as a load determination unit for determining the degree of the load, The program according to any one of Items 1 to 4, wherein the predetermined conditions include that the degree of the load determined by the load determination unit exceeds a threshold value.
[0083] With such a configuration, regardless of the operation content of the player, when the degree of the load on the computer is high, the processing mode can be automatically switched so that the processing load is reduced.
[0084] (Item 6) An information processing system including one or more information processing apparatuses, wherein the information processing apparatus includes a terminal device operated by a player of a game, performing a process of setting one mode from a plurality of modes associated with the degree of load in the game process in the terminal device, performing a process of distributing a game image in the terminal device as a distribution image, when the play state of the game in the terminal device satisfies a predetermined condition, performing a process of switching the mode to a low-load mode in which the degree of the load is lower than normal, An information processing system capable of distributing the game image processed in the low-load mode as the distribution image in the distribution process.
[0085] With such a configuration, for example, in a situation where the processing load of a game image on a computer becomes high, the processing mode can be automatically switched so that the processing load on the computer is reduced. Therefore, it is possible to avoid inconveniences such as the game image not being processed smoothly due to a high processing load, and improve the visibility of the game image.
[0086] Also, when distributing the game image, the processing load on the player's computer can be reduced.
[0087] In addition, in the viewer's computer for game images, since a game image with a low processing load can be obtained, the processing load on the viewer's computer can be reduced without the viewer performing a processing mode switching operation.
[0088] Also, the display area of the game image on the viewer's computer is smaller than the display area of the game image on the player's computer. In contrast, as described above, by distributing the game image processed in the low-load mode, the amount of information included in the game image displayed on the viewer's computer can be suppressed, and the visibility of the game image on the viewer's computer can be improved.
[0089] Note that the solution means configured by the above program may be appropriately applied to the fields of devices, methods, and media.
[0090] Also, each operation by the control unit 22 in the terminal 10 of the above embodiment may be executed by one processor or by a plurality of processors. For example, part or all of the operations by the control unit 22 may be executed by the server 20 shown in FIG. 1. As an example, at the time of game distribution, the terminal 10 may transmit a game image processed in the normal processing mode as a distribution image to the server 20, and the server 20 may process the distribution image received from the terminal 10 in the low-load mode and distribute it to other terminals 10.
[0091] Also, the above embodiment is merely an example for facilitating the understanding of the present invention, and is not for limiting and interpreting the present invention. The present invention can be changed, improved, or a part of the configuration of the embodiment can be deleted without departing from the spirit thereof, and it goes without saying that equivalents of the present invention are included therein.
Explanation of Reference Numerals
[0092] 1: Information processing system, 10: Terminal, 13: Network, 20: Server, 21: Communication unit, 22: Control unit, 23: Storage unit, 24: Memory, 31: Game progress unit, 32: Transmission unit, 33: Mode setting unit, 34: Mode switching unit, 35: Load determination unit, 41: Program, 42: User information, 43: Mode information
Claims
1. A computer, a mode setting unit that sets one mode from a plurality of modes associated with the degree of load in the processing of a game on the computer, a transmission unit that transmits a game image in the game as a distribution image, when the play status of the game satisfies a predetermined condition, functions as a mode switching unit that switches the mode to a low load mode in which the degree of load is lower than normal, the transmission unit transmits the game image processed in the low load mode as the distribution image, a program.
2. The operations of the player on the game include a setting operation for a main part of the game and a progression operation for advancing the main part, the game has a unit cycle in which the setting operation is executed and the progression operation corresponding to the setting operation is executed, and can be advanced by executing the unit cycle, the predetermined condition includes transitioning from the setting operation to the progression operation in one unit cycle, the program according to claim 1.
3. The low load mode is a preset mode, the program according to claim 1 or claim 2.
4. Even when the predetermined condition is satisfied, if the set mode has a lower degree of load than the low load mode, the mode switching unit does not switch to the low load mode, the program according to claim 1.
5. The program further causes the computer to function as a load determination unit that determines the degree of load, the predetermined condition includes that the degree of load determined by the load determination unit exceeds a threshold value, the program according to claim 1.
6. An information processing system including one or more information processing devices, the information processing device includes a terminal device operated by a player of a game, a process of setting one mode from a plurality of modes associated with the degree of load in the processing of a game on the terminal device, a process of distributing a game image on the terminal device as a distribution image, when the play status of the game on the terminal device satisfies a predetermined condition, a process of switching the mode to a low load mode in which the degree of load is lower than normal is performed, In the above-described distribution process, the game image processed in the low-load mode can be distributed as the distribution image. An information processing system.
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