Game State Variable Compression for Faster FPS Frame Updates

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Solution Overview

Problem

In network games, especially FPS games, data processing efficiency is low due to large amounts of data being processed by the server, leading to laggy gameplay and network latency issues, which are exacerbated by bandwidth limitations and the need to compare numerous game objects, resulting in high overhead and delayed updates.

Innovation Solution

A data processing method that classifies character variables into high-frequency (first-type) and low-frequency (second-type) variables, compresses the high-frequency variables, and transmits only the compressed data to clients, reducing the data processing load on the server and improving update efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If data comparison and change record arrangement is performed for all game objects, then data synchronization accuracy is improved, but data processing time increases beyond server performance limits

Engineering Contradiction:
Improvedata synchronization accuracyVSAvoiddata processing time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent segments the data processing task by dividing game objects into different update categories (first update frequency type and second update frequency type). This segmentation allows the server to process high-frequency update objects (such as player positions) more efficiently by only transmitting changed attributes, while low-frequency objects can use less frequent update intervals, thereby reducing overall processing time while maintaining necessary synchronization accuracy.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent extracts only the changed attributes of game objects rather than processing and transmitting all attributes. By identifying and extracting only the modified data elements (such as position, velocity, or health changes), the system reduces the amount of data processing required while preserving complete synchronization information for updated elements.

Inventive Principle:
Principle #2Taking out (Extraction)

2Quantity of substance

If all character variables are transmitted to clients, then data completeness is improved, but network bandwidth consumption increases

Engineering Contradiction:
Improvedata completenessVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
Quantity of substanceVSLoss of energy

Solution Approach 1:

The patent extracts and transmits only the changed attributes of game objects rather than all attributes. This selective extraction ensures that clients receive complete information about what has changed while avoiding transmission of unchanged data, thus maintaining data completeness for updated elements while significantly reducing network bandwidth consumption.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent applies partial action by transmitting a subset of character variables (only those that have changed) rather than all variables. This partial transmission approach provides sufficient data for clients to update their local game state accurately without the excessive bandwidth consumption of transmitting complete object data sets.

Inventive Principle:
Principle #16Partial or excessive action

3Speed

If update frequency is increased for all objects, then data freshness is improved, but server processing load increases

Engineering Contradiction:
Improvedata update speedVSAvoidserver processing throughput
Core Design Contradiction:
SpeedVSProductivity

Solution Approach 1:

The patent applies local quality by assigning different update frequencies to different game objects based on their importance and characteristics. High-frequency updates are applied only to critical objects (such as player characters and nearby entities), while less critical objects use lower update frequencies. This localized optimization maintains data freshness for important elements while preserving server processing throughput.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent implements dynamic update frequency adjustment where the update rate for each game object can vary based on its current state, importance, and distance from the player. This dynamic approach allows the system to increase update speed for critical real-time elements while automatically reducing update frequency for less important objects, thereby maintaining overall server productivity.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentEP3991817B1Data processing method and apparatus, computer device, and readable storage medium
Publication Date: 2026.04.22 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • EP3991817B1 patent drawingFigure 1~2
  • EP3991817B1 patent drawingFigure 3
  • EP3991817B1 patent drawingFigure 4

AI summary

A data processing method, executed by a computer device and comprising: obtaining an associated virtual object associated with a main virtual object, and obtaining a first type variable from among role variables of the associated virtual object as a first type variable (201); performing compression processing on the first type variable to obtain compressed data, and encapsulating the compressed data into first change data of the main virtual object (202); and sending the first change data of the main virtual object to a target client where the main virtual object is located (203) to enable the target client to update and display a image frame on the basis of the first change data.