Games are Up for DVFS Yan Gu Samarjit Chakraborty Wei Tsang Ooi Department of Computer Science National University of Singapore Outline 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 Introduction 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 Anatomy of a Game Engine Physics Particle Event Rendering Dollision Detection Computing AI Display A 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 A First Cut: Reduce Frame Rates Snapshots of animation [Davis et al. Eurographics 2003] time A 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)? A First Cut: Reduce Frame Rates desired frame rate A 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 A First Cut: Reduce Frame Rates Average system-level power consumption for different processor frequencies The Case for DVFS Snapshots of Game Maps “Outer Base” game map in Quake II “Installation” game map in Quake II The 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 The Case for DVFS Workload in Games Computational workload Game workload Other workload Rendering workload Rasterization workload The Case for DVFS Workload in Games Computational workload Game workload Other workload Rendering workload Rasterization workload Scene complexity The Case for DVFS Workload as a Function of Scene Complexity The Case for DVFS Workload 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 ... The Case for DVFS Workload Characterization The Case for DVFS Workload 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 The Case for DVFS Brush Model Brush model parameter: the number of polygons constituting the brush model The Case for DVFS Brush Model Brush model The Case for DVFS Alias Model Alias model parameters: the number of pixels of triangles opaque or alpha blending mode of skin texture The Case for DVFS Alias Model Alias model The Case for DVFS Texture, 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 DVFS for Games Poll player’s message Compute visible objects Obtain workload parameters of each object Online predict workload Compute required CPU frequency Scale to required CPU frequency Render the frame Game loop DVFS 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 Conclusion Explore the possibility of using DVFS for interactive games Propose the workload characterization for games Outline DVFS algorithms with our proposed workload characterization Games are Up for DVFS Thank You!
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