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Automatic frame rate-based DVFS of game

机译:基于游戏的自动帧频DVFS

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摘要

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.
机译:手机游戏的飞速发展凸显了手机平台的功耗问题。大多数节电技术使用基于预测的动态电压频率缩放(DVFS)方案。但是,由于玩游戏时用户的频繁交互,导致预测可能不准确。我们已经观察到帧速率与CPU频率几乎成线性关系,但是存在瓶颈,当CPU频率达到此阈值时,帧速率将不会随CPU频率的增加而增加。而且,先前的研究表明,利用游戏状态信息可以减少游戏交互特征对DVFS策略的影响。我们探索了一种自动检测游戏状态的方法。我们提出了基于帧速率的自动DVFS策略,该策略可以在线学习帧速率的阈值,并利用游戏状态和帧速率的信息来扩展频率而无需预测。我们的评估结果表明,与基于预测的Android默认“交互式DVFS”策略相比,我们的策略可在所有测试游戏中节省更多电量。基于自动帧频的DVFS策略可以节省多达15.2%的电量。

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