Dynamic Server Tick Rate Control for Game Session Load Balancing
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Solution Overview
Problem
Existing shooting games face challenges in balancing player experience and server load due to uneven game intensity distribution and fixed server tick rates across different game modes and stages, making it difficult to optimize server performance while maintaining high gaming experience.
Innovation Solution
A data processing method and apparatus that dynamically adjusts server tick rates based on game mode and real-time battle status by determining a reference tick rate for each game mode and adjusting it according to current battle features and stages, ensuring optimal server performance and player experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If a fixed high server tick rate is used throughout the entire game battle, then player experience in high-intensity scenarios is improved, but server load increases significantly
Solution Approach 1:
The patent implements dynamic adjustment of server tick rate based on real-time game intensity detection. The server transitions from a fixed tick rate to a variable tick rate system that adapts to changing game conditions, using intensity thresholds to trigger tick rate changes and thereby reducing overall server load while maintaining high tick rates only when necessary for player experience
Solution Approach 2:
The patent changes the tick rate parameter dynamically based on game intensity levels. By monitoring game intensity metrics and comparing them against predefined thresholds, the system adjusts the tick rate parameter upward during high-intensity periods and downward during low-intensity periods, resolving the contradiction between maintaining high performance and reducing server load
2Use of energy by stationary object
If a fixed low server tick rate is used throughout the entire game battle, then server load is reduced, but player experience in high-intensity scenarios deteriorates
Solution Approach 1:
The system dynamically switches between low and high tick rates based on detected game intensity. During low-intensity phases, a lower tick rate reduces server load, while during high-intensity phases detected through monitoring game events and metrics, the tick rate increases to maintain player experience, thus resolving the contradiction through time-varying adjustment
Solution Approach 2:
The patent implements periodic monitoring of game intensity and periodic adjustment of tick rate accordingly. The server continuously evaluates game conditions and triggers tick rate changes at appropriate intervals based on intensity thresholds, creating a rhythmic pattern of load reduction and performance maintenance that resolves the contradiction
3Device complexity
If a single tick rate is used for all game modes, then device complexity is reduced, but adaptability to different game modes and intensities deteriorates
Solution Approach 1:
The patent applies different tick rate settings to different game modes and intensity levels. Each game mode can have its own intensity thresholds and tick rate configurations, allowing the system to adapt locally to specific mode requirements while maintaining a unified dynamic adjustment framework, thus achieving adaptability without excessive complexity
Solution Approach 2:
The patent creates a universal dynamic tick rate adjustment mechanism that can serve multiple game modes and intensity levels through a single system. The core intensity monitoring and threshold-based adjustment logic remains unified and reusable across different modes, achieving adaptability while avoiding the complexity of completely separate tick rate management systems for each mode
Data Source
AI summary
In a data processing method, based on a client entering a game session of a game application, a game mode of the game session is obtained. A reference server tick rate corresponding to the game mode is determined. Current feature information of the game session is obtained. A current game stage of the game session is determined based on the current feature information. A target server tick rate corresponding to the current game stage is determined based on the current game stage and the reference server tick rate. Game data between a server and the client is refreshed based on the target server tick rate. Apparatus and non-transitory computer-readable storage medium counterpart embodiments are also contemplated.


