Jordi Roca, Victor Moya Del Barrio, Carlos González, C. Solis, Agustín Fernández, R. Espasa
{"title":"3D游戏的工作量特征","authors":"Jordi Roca, Victor Moya Del Barrio, Carlos González, C. Solis, Agustín Fernández, R. Espasa","doi":"10.1109/IISWC.2006.302726","DOIUrl":null,"url":null,"abstract":"The rapid pace of change in 3D game technology makes workload characterization necessary for every game generation. Comparing to CPU characterization, far less quantitative information about games is available. This paper focuses on analyzing a set of modern 3D games at the API call level and at the micro architectural level using the Attila simulator. In addition to common geometry metrics and, in order to understand tradeoffs in modern GPUs, the microarchitectural level metrics allow us to analyze performance key characteristics such as the balance between texture and ALU instructions in fragment programs, dynamic anisotropic ratios, vertex, z-stencil, color and texture cache performance","PeriodicalId":222041,"journal":{"name":"2006 IEEE International Symposium on Workload Characterization","volume":"85 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"18","resultStr":"{\"title\":\"Workload Characterization of 3D Games\",\"authors\":\"Jordi Roca, Victor Moya Del Barrio, Carlos González, C. Solis, Agustín Fernández, R. Espasa\",\"doi\":\"10.1109/IISWC.2006.302726\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The rapid pace of change in 3D game technology makes workload characterization necessary for every game generation. Comparing to CPU characterization, far less quantitative information about games is available. This paper focuses on analyzing a set of modern 3D games at the API call level and at the micro architectural level using the Attila simulator. In addition to common geometry metrics and, in order to understand tradeoffs in modern GPUs, the microarchitectural level metrics allow us to analyze performance key characteristics such as the balance between texture and ALU instructions in fragment programs, dynamic anisotropic ratios, vertex, z-stencil, color and texture cache performance\",\"PeriodicalId\":222041,\"journal\":{\"name\":\"2006 IEEE International Symposium on Workload Characterization\",\"volume\":\"85 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2006-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"18\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2006 IEEE International Symposium on Workload Characterization\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/IISWC.2006.302726\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2006 IEEE International Symposium on Workload Characterization","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IISWC.2006.302726","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The rapid pace of change in 3D game technology makes workload characterization necessary for every game generation. Comparing to CPU characterization, far less quantitative information about games is available. This paper focuses on analyzing a set of modern 3D games at the API call level and at the micro architectural level using the Attila simulator. In addition to common geometry metrics and, in order to understand tradeoffs in modern GPUs, the microarchitectural level metrics allow us to analyze performance key characteristics such as the balance between texture and ALU instructions in fragment programs, dynamic anisotropic ratios, vertex, z-stencil, color and texture cache performance