自动基于帧率的游戏DVFS

Zhinan Cheng, Xi Li, Beilei Sun, Ce Gao, Jiachen Song
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引用次数: 6

摘要

手机游戏的快速发展凸显了手机平台的功耗问题。大多数节能技术采用基于预测的动态电压频率缩放(DVFS)方案。然而,由于用户在玩游戏时的频繁互动,预测可能会不准确。我们观察到帧率与CPU频率接近线性,但存在瓶颈,当CPU频率达到该阈值时,帧率不会随着CPU频率的增加而增加。此外,已有研究表明,利用博弈状态信息可以减少博弈交互表征对DVFS策略的影响。我们探索了一种自动检测游戏状态的方法。提出了一种基于自动帧率的DVFS策略,该策略可以在线学习帧率阈值,并利用游戏状态和帧率信息在不预测的情况下缩放频率。我们的评估结果表明,与基于预测的Android默认Interactive DVFS策略相比,我们的策略在所有测试游戏中都更省电。基于自动帧率的DVFS策略可以节省高达15.2%的电力。
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Automatic frame rate-based DVFS of game
The rapid development of mobile games highlights the power consumption problem in the mobile platform. Most of the power saving techniques use the prediction-based dynamic voltage frequency scaling (DVFS) scheme. However, the prediction could be inaccurate resulting from the frequent interactions of user when playing games. We have observed that frame rate is near-linear to CPU frequency, but there is a bottleneck, frame rate will not increase as CPU frequency increases when CPU frequency reaches this threshold. Moreover, previous research has shown that utilizing the information of game state can reduce the influence of game interactive characterization to DVFS policy. We explore a method to automatically detect the game state. We propose the Automatic Frame Rate-Based DVFS policy, which can learn the threshold of frame rate online and utilize the information of game state and frame rate to scale the frequency without prediction. Our evaluation result shows that, compared with the prediction-based Android default Interactive DVFS policy, our policy saves more power in all the testing games. Up to 15.2% more power can be saved by Automatic Frame Rate-Based DVFS policy.
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