Title: Games are Up for DVFS
1(No Transcript)
2Games are Up for DVFS
- Yan Gu Samarjit Chakraborty Wei Tsang Ooi
- Department of Computer Science
- National University of Singapore
3Outline
- Goal of this work
- Explore the possibility of using DVFS for
interactive games - Characterize the workload of game applications
and use it to propose a DVFS scheme for games
- Introduction
- Anatomy of a Game Engine
- A First Cut Reduce Frame Rates
- The Case for DVFS
- DVFS for Games
- Conclusion
4Introduction
- Popularity of interactive games on
battery-powered portable devices (e.g. mobile
phones, PDAs, PSP, etc.) - Voltage and frequency-scalable processors on
portable devices - Can DVFS algorithms developed for video decoding
applications be applied to games? - no interaction in video decoding, no buffering in
games - We show that
- It is meaningful to use DVFS in the context of
games - frame structure in game applications can be
exploited to develop DVFS algorithms
5Anatomy of a Game Engine
6A First Cut Reduce Frame Rates
- Current game design principles
- higher frame rates imply the better game quality
- Recent study on frame rates Claypool et al. MMCN
2006 - very high frame rates are not necessary, very low
frame rates impact the game quality severely
7A First Cut Reduce Frame Rates
time
Snapshots of animation Davis et al. Eurographics
2003
8A First Cut Reduce Frame Rates
- Current game design principles
- higher frame rates imply the better game quality
- Recent study on frame rates Claypool et al. MMCN
2006 - very high frame rates are not necessary, very low
frame rates impact the game quality severely - Obvious question Can the CPU be run at a
constant but lower frequency (to reduce the frame
rate)?
9A First Cut Reduce Frame Rates
desired frame rate
10A First Cut Reduce Frame Rates
- Current game design
- the higher frame rate, the better game quality
- Recent study of frame rate
- very high frame rates are not necessary, very low
frame rates impact the game quality severely - Obvious question Can the CPU be run at a
constant but lower frequency (to reduce the frame
rate)? - However, can DVFS algorithms developed for video
decoding applications be applied to games? - unpredictable workload because of the interaction
in game - no frame structure in video decoding
11A First Cut Reduce Frame Rates
Average system-level power consumption for
different processor frequencies
12The Case for DVFS Snapshots of Game Maps
Outer Base game map in Quake II
Installation game map in Quake II
13The Case for DVFS Workload in Games
- Game workload includes computational workload and
rendering workload - correspondence with the complexity of the scene
- Software renderer performs geometry,
rasterization and texture processing on CPU - portable devices without graphics accelerator
- Software rasterization workload is the workload
of rasterizing objects on the screen - correspondence with the complexity of the scene
14The Case for DVFS Workload in Games
15The Case for DVFS Workload in Games
Scene complexity
16The Case for DVFSWorkload as a Function of Scene
Complexity
17The Case for DVFSWorkload Characterization
- Each frame constitutes of the following objects
- brush model construct the world space
- Alias model model characters like monsters,
soldiers and weapons - texture give the appearance of the brush model
- light map generate lighting effect
- particles model small debris from gun shots
- ...
18The Case for DVFSWorkload Characterization
19The Case for DVFSWorkload Characterization
- Each frame constitutes of the following objects
- brush model construct the world space
- Alias model model characters like monsters,
soldiers and weapons - texture give the appearance of the brush model
- light map generate lighting effect
- particles model small debris from gun shots
- ...
- Computing workload of a frame
- Determine workload incurred in rasterizing each
object offline - Determine the number of occurrences of each
object online
20The Case for DVFSBrush Model
- Brush model
- parameter the number of polygons
constitutingthe brush model
21The Case for DVFSBrush Model
22The Case for DVFSAlias Model
- Alias model
- parameters
- the number of pixels of triangles
- opaque or alpha blending mode of skin texture
23The Case for DVFSAlias Model
24The Case for DVFSTexture, light map and particles
- Texture
- parameter the number of surfaces
- Light map
- parameter the number of surfaces
- Particles
- parameters the number of pixels of 3D points
Total rasterization workload cycles for brush
X brush models
cycles for Alias X
Alias models
cycles for texture X
textures
cycles for light map X light maps
cycles for particle X particles
25DVFS for Games
Poll players message
Compute visible objects
Obtain workload parameters of each object
Game loop
Online predict workload
Compute required CPU frequency
Scale to required CPU frequency
Render the frame
26DVFS for Games
- Data structures to maintain the correlation
between the workload parameters and the
corresponding rasterization workload of each type
of object - Linear regression model to find the fitting
functions between the workload parameters and the
corresponding rasterization workload for each
type of object - Initial experiments show significant system-level
power saving with our proposed framework
27Conclusion
- Explore the possibility of using DVFS for
interactive games - Propose the workload characterization for games
- Outline DVFS algorithms with our proposed
workload characterization
28Games are Up for DVFS