Mobile Game Event Replay Using Reusable Rendering Resources

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Solution Overview

Problem

Real-time event replay in mobile end games is not applicable due to high performance overheads on internal memory and CPU, making it impractical for mobile devices.

Innovation Solution

An event replay method that reuses game resources from a current battle to render and play historical game events, reducing redundant operations and performance overheads by forming second game resources based on reusable resources.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If real-time event replay is implemented in mobile end games, then user experience is improved, but performance overheads on internal memory and CPU increase excessively

Engineering Contradiction:
Improveadaptability of real-time event replayVSAvoidperformance overheads on internal memory and CPU
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The patent segments game resources into two categories: reusable resources (models, textures, materials, animations) and non-reusable resources (dynamic data). By separating resource management into these segments, the system can efficiently handle replay rendering without duplicating entire resource sets, thereby reducing memory overhead while maintaining replay functionality on mobile devices.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent creates a virtual copy of the game world for replay purposes by instantiating a replay camera and replay renderer that operate independently from the main game renderer. This virtual copy allows historical game events to be rendered without duplicating physical game objects, reducing CPU and memory overhead while enabling real-time replay on mobile devices.

Inventive Principle:
Principle #26Copying

2Manufacturing precision

If game resources are recreated for historical event replay, then rendering accuracy is improved, but redundant operations increase performance overheads

Engineering Contradiction:
Improverendering accuracy of historical game eventVSAvoidperformance efficiency
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent performs preliminary actions by pre-processing and storing game resources during the original game execution. The reusable game resources are prepared in advance and stored for later retrieval during replay, eliminating the need to recreate them during historical event rendering. This preliminary preparation ensures rendering accuracy while avoiding redundant operations during replay.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements a resource recovery mechanism where game resources are discarded after the original game execution completes but retained in a reusable pool. During replay, these recovered resources are reused rather than recreated, maintaining rendering accuracy while significantly reducing the computational overhead of redundant resource creation operations.

Inventive Principle:
Principle #34Discarding and recovering

Data Source

PatentUS20260069971A1Event replay method and apparatus, storage medium, and electronic device
Publication Date: 2026.03.12 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20260069971A1 patent drawing
  • US20260069971A1 patent drawing
  • US20260069971A1 patent drawing

AI summary

This application discloses an event replay method performed by an electronic device. The method includes: displaying a running picture of a mobile end game on a display of the electronic device obtained through rendering based on first game resources used during execution of a current battle in the mobile end game; receiving an event replay request by a user of the electronic device, the event replay request being configured for requesting to replay a historical game event of a virtual character in the mobile end game; obtaining reusable game resources from the first game resources; forming second game resources based on the reusable game resources, the second game resources required during rendering and playing of the historical game event; and rendering and playing a historical game event based on the second game resource during the execution of the current battle in the mobile end game.