Game Picture Watching Service With Dynamic Process Scaling

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Solution Overview

Problem

The coupling degree between the watching service and logic service in game clients is high, leading to unstable payload and low display efficiency of game pictures, necessitating manual intervention for service expansion.

Innovation Solution

Establish a communication connection between a game client and a target virtual server to adjust the process number of cloud-deployed processes based on the watching payload, allowing for dynamic adjustment and decoupling from the logic service to improve display efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If the watching service is heavily coupled with logic service and messages are forwarded layer by layer, then the service structure is simple to implement, but the payload becomes unstable and display efficiency is low

Engineering Contradiction:
Improveservice structureVSAvoiddisplay efficiency
Core Design Contradiction:
Device complexityVSProductivity

Solution Approach 1:

The patent segments the watching service from the logic service by introducing a dedicated watching service module that directly obtains game picture data from the game client without passing through multiple logic service layers. This segmentation resolves the contradiction by maintaining structural simplicity while improving display efficiency through direct data acquisition.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a watching service module as an intermediary component that sits between the game client and the watching client. This intermediary directly retrieves game picture data from the game client and forwards it to the watching client, eliminating the need for layer-by-layer forwarding through logic services and thus improving payload stability and display efficiency.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If an upper limit of service objects is set in advance for the watching service, then the system is easy to manage, but manual intervention is required for expansion resulting in low adaptability

Engineering Contradiction:
Improveservice managementVSAvoiddisplay adaptability
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic adaptability by enabling the watching service to automatically adjust to varying numbers of watching clients without requiring manual intervention or pre-set limits. The service can dynamically create and manage service objects as needed, allowing the system to adapt to changing display demands while maintaining ease of operation through automated resource management.

Inventive Principle:
Principle #15Dynamics

3Ease of manufacture

If messages are forwarded through various logic services layer by layer, then the service architecture follows conventional patterns, but the payload becomes unstable

Engineering Contradiction:
Improvearchitecture implementationVSAvoidpayload stability
Core Design Contradiction:
Ease of manufactureVSReliability

Solution Approach 1:

The patent extracts the watching service functionality from the conventional logic service layer, creating a dedicated watching service module that directly interfaces with the game client. This extraction eliminates the layer-by-layer message forwarding through multiple logic services, thereby stabilizing the payload while maintaining conventional architecture implementation patterns.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS12420205B2Method for displaying game picture, storage medium, and electronic device
Publication Date: 2025.09.23 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US12420205B2 patent drawing
  • US12420205B2 patent drawing
  • US12420205B2 patent drawing

AI summary

A method includes obtaining a communication connection relationship between a first game client and a target virtual server in response to a target watching request triggered on the first game client for requesting to synchronously display in the first game client a game picture of a virtual game battle in which a second game client participates, in response to obtaining a target watching payload associated with the virtual game battle, adjusting a process number of target process(es) included in the target virtual server according to the target watching payload, and, in response to obtaining game picture data of the virtual game battle by the target virtual server after being adjusted, transmitting the game picture data to the first game client through the communication connection relationship.