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FCM: Towards fine-grained GPU power management for closed source mobile games

机译:FCM:致力于针对封闭源手机游戏的细粒度GPU电源管理

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Contemporary mobile platforms employ embedded graphic processing units (GPUs) for graphics-intensive games, and dynamic voltage and frequency scaling (DVFS) policies are used to save energy without sacrificing quality. However, current GPU DVFS policies result in unnecessary power waste due to defective workload estimations of embedded GPUs during game play. In this paper, we propose the Frame-Complexity Model (FCM), a fine-grained estimation of the GPU workload in a game frame, to quantify the GPU workload with the real runtime demand for GPU computing resources of a game frame. In FCM, three constituents of a game frame (i.e., structure, textures and computation) are quantified without modification of mobile games. Preliminary experiments show that, compared with the default policy, the FCM-directed GPU DVFS policy can reduce more power consumption of games (11.3% to 25.8%) with good Quality of Service (QoS).
机译:当代的移动平台将嵌入式图形处理单元(GPU)用于图形密集型游戏,并且动态电压和频率缩放(DVFS)策略用于节省能源而不牺牲质量。但是,当前的GPU DVFS策略由于在游戏过程中嵌入式GPU的工作负载估计不准确而导致不必要的功耗。在本文中,我们提出了帧复杂度模型(FCM),它是对游戏框架中GPU工作负载的细粒度估计,以便根据游戏框架的GPU计算资源的实际运行时间需求来量化GPU工作负载。在FCM中,无需修改移动游戏就可以量化游戏框架的三个组成部分(即结构,纹理和计算)。初步实验表明,与默认策略相比,FCM导向的GPU DVFS策略可以以良好的服务质量(QoS)降低游戏的功耗(11.3%至25.8%)。

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