Workload Characterization of 3D Games

Jordi Roca, Victor Moya Del Barrio, Carlos González, C. Solis, Agustín Fernández, R. Espasa
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引用次数: 18

Abstract

The rapid pace of change in 3D game technology makes workload characterization necessary for every game generation. Comparing to CPU characterization, far less quantitative information about games is available. This paper focuses on analyzing a set of modern 3D games at the API call level and at the micro architectural level using the Attila simulator. In addition to common geometry metrics and, in order to understand tradeoffs in modern GPUs, the microarchitectural level metrics allow us to analyze performance key characteristics such as the balance between texture and ALU instructions in fragment programs, dynamic anisotropic ratios, vertex, z-stencil, color and texture cache performance
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3D游戏的工作量特征
3D游戏技术的快速变化使得每一代游戏都需要工作量描述。与CPU特性相比,关于游戏的定量信息要少得多。本文利用Attila模拟器对一组现代3D游戏在API调用层面和微架构层面进行了分析。除了常见的几何指标,为了理解现代gpu的权衡,微架构级别指标允许我们分析性能关键特征,如片段程序中纹理和ALU指令之间的平衡,动态各向异性比率,顶点,z-模板,颜色和纹理缓存性能
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