Managing power for closed-source android os games by lightweight graphics instrumentation

Benedikt Dietrich, S. Chakraborty
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引用次数: 20

Abstract

Power consumption and battery life are important design concerns for mobile platforms. On these devices games can be considered as one of the most demanding applications in terms of computational cost and consumed energy. In this demo we showcase Android-based power management for games. We reduce the power consumption of games by scaling the processor's voltage and frequency. Towards this, the game's future workload has to be predicted. To accurately predict the workload, previous work heavily instrumented the game's source code itself. The source code is typically not available for up-to-date Android games. The work presented in this paper does not require any modification of the game's source code and therefore can as well be applied to closed source games. Towards this, we utilize the game's communication interfaces with the operating system to accurately predict a game's workload. The approach presented in the following has been implemented and tested on the PandaBoard ES [12] and Galaxy Nexus mobile phone with a number of popular closed-source games. Measurements show significant power savings while the gaming experience is maintained.
通过轻量级图形工具管理闭源android os游戏的功率
功耗和电池寿命是移动平台设计的重要关注点。在这些设备上,就计算成本和消耗能量而言,游戏可以被视为最苛刻的应用程序之一。在这个演示中,我们展示了基于android的游戏电源管理。我们通过调整处理器的电压和频率来降低游戏的功耗。为此,我们必须预测游戏未来的工作量。为了准确地预测工作量,之前的工作大量使用了游戏源代码本身。源代码通常不能用于最新的Android游戏。本文所呈现的工作不需要对游戏源代码进行任何修改,因此也可以应用于闭源游戏。为此,我们利用游戏与操作系统的通信接口来准确预测游戏的工作量。下面提出的方法已经在PandaBoard ES[12]和Galaxy Nexus手机上进行了实现和测试,并使用了许多流行的闭源游戏。测量结果显示,在保持游戏体验的同时,显著节省了电力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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