FCM:面向闭源手机游戏的细粒度GPU电源管理

Jiachen Song, Xi Li, Beilei Sun, Zhinan Cheng, Chao Wang, Xuehai Zhou
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引用次数: 9

摘要

现代移动平台为图形密集型游戏使用嵌入式图形处理单元(gpu),并使用动态电压和频率缩放(DVFS)策略在不牺牲质量的情况下节省能源。然而,目前的GPU DVFS策略由于在游戏过程中对嵌入式GPU的工作负载估计有缺陷,导致了不必要的功率浪费。在本文中,我们提出了帧复杂度模型(FCM),一种对游戏帧中GPU工作负载的细粒度估计,通过游戏帧对GPU计算资源的实际运行时需求来量化GPU工作负载。在FCM中,游戏框架的三个组成部分(即结构、纹理和计算)在不修改手机游戏的情况下被量化。初步实验表明,与默认策略相比,fcm导向的GPU DVFS策略可以降低更多的游戏功耗(11.3% ~ 25.8%),并且具有良好的服务质量(QoS)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
FCM: Towards fine-grained GPU power management for closed source mobile games
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).
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