Distance-Scaled Hit Effects for Long-Range Combat Games

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Solution Overview

Problem

Existing virtual prop hit effects in long-range combat games are often overlooked or ignored, leading to reduced information acquisition and human-computer interaction efficiency due to the near-big and far-small vision principle, which diminishes the visibility of special effects during long-range shots.

Innovation Solution

A method and apparatus that adjusts the scaling ratio of virtual prop special effects based on the distance between the launching virtual object and the target, enhancing the visibility of these effects through positive correlation with distance, including display size and audio volume, to ensure they are more prominent and informative.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Illumination intensity

If the special effect display size is kept constant regardless of distance, then the rendering complexity is reduced, but the visibility of special effects during long-range shots deteriorates

Engineering Contradiction:
Improvevisibility of special effectVSAvoidrendering complexity
Core Design Contradiction:
Illumination intensityVSDevice complexity

Solution Approach 1:

The patent implements dynamic adjustment of special effect display parameters based on distance. The system calculates the distance between the first virtual object and target object, then dynamically determines a scaling ratio that is positively correlated with this distance. This allows the special effect display size to adapt automatically to different shooting ranges, ensuring visibility without requiring complex manual configuration.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the display parameters of special effects based on distance parameters. Specifically, it adjusts the scaling ratio of the special effect display size according to the calculated distance, transforming a static display system into a dynamic one that responds to environmental parameters. This resolves the contradiction by making the display size a function of distance rather than a fixed value.

Inventive Principle:
Principle #35Parameter changes

2Illumination intensity

If the special effect display size is increased for long-range shots, then the visibility of special effects is improved, but the information overload in the virtual scene increases

Engineering Contradiction:
Improvevisibility of special effectVSAvoidinformation overload
Core Design Contradiction:
Illumination intensityVSLoss of information

Solution Approach 1:

The patent applies local quality enhancement by selectively adjusting the display size of special effects based on their distance from the player. Instead of uniformly increasing all visual elements, it specifically targets special effects related to projectiles and target interactions. This localized adjustment improves visibility of critical information without creating widespread visual clutter in the entire virtual scene.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system dynamically adjusts special effect display parameters based on real-time distance calculations. The scaling ratio is positively correlated with distance, meaning special effects automatically adjust their size according to the shooting range. This dynamic adaptation ensures that special effects remain visible at long ranges while returning to normal size at close ranges, preventing information overload.

Inventive Principle:
Principle #15Dynamics

3Productivity

If the special effect is made more prominent through scaling, then the human-computer interaction efficiency is improved, but the deviation from realistic near-big and far-small vision principle increases

Engineering Contradiction:
Improvehuman-computer interaction efficiencyVSAvoidrealism of visual representation
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent inverts the traditional near-big and far-small vision principle for specific critical elements. While the overall scene follows realistic perspective, the special effects of virtual props are deliberately scaled up at longer distances to ensure they remain visible and informative. This inversion is applied selectively only to critical interaction elements, maintaining realism for environmental objects while enhancing visibility for gameplay-critical feedback.

Inventive Principle:
Principle #13The other way round (Inversion)

Solution Approach 2:

The system changes the display parameters of special effects based on distance parameters, creating a positive correlation between distance and special effect size. This parameter transformation allows the system to maintain realistic visual representation for most scene elements while selectively adjusting special effect parameters to improve human-computer interaction efficiency without completely breaking visual realism.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS12458891B2Hit confirmation effects in long-range combat games
Publication Date: 2025.11.04 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US12458891B2 patent drawing
  • US12458891B2 patent drawing
  • US12458891B2 patent drawing

AI summary

A prop special effect display method includes controlling a first virtual object in a virtual scene to launch a projectile associated with a virtual prop in response to receiving a launching operation for the virtual prop. The method further includes, in response to the projectile hitting a target object in the virtual scene, determining a scaling ratio of a special effect of the virtual prop based on a distance between the first virtual object and the target object. The scaling ratio of the special effect is positively correlated with the distance, and the special effect includes at least one of a video or audio output and the scaling ratio comprises a display size or a volume. The method further includes playing the special effect of the virtual prop based on the scaling ratio of the special effect.