TY - GEN
T1 - Games are up for DVFS
AU - Gu, Yan
AU - Chakraborty, Samarjit
AU - Ooi, Wei Tsang
PY - 2006
Y1 - 2006
N2 - Graphics-intensive computer games are no longer restricted to high-performance desktops, but are also available on a variety of portable devices ranging from notebooks to PDAs and mobile phones. Battery life has been a major concern in the design of both the hardware and the software for such devices. Towards this, dynamic voltage and frequency scaling (DVFS) has emerged as a powerful technique. However, the showcase application for DVFS algorithms so far has largely been video decoding, primarily because it is computationally expensive and its workload exhibits a high degree of variability. This paper investigates the possibility of applying DVFS to interactive computer games, which to the best of our knowledge has not been studied before. We show that the variability in the workload associated with a popular First Person Shooter game like Quake II is significantly higher than video decoding. Although this variability makes game applications an attractive candidate for DVFS, it is unclear if DVFS algorithms can be applied to games due to their interactive (and hence highly unpredictable) nature. In this paper, we show using detailed experiments that (surprisingly) interactive computer games are highly amenable to DVFS. Towards this we present a novel workload characterization of computer games, based on the game engine for Quake II. We believe that our findings might potentially lead to a number of innovative DVFS algorithms targeted towards game applications, exactly as video decoding has motivated a variety of schemes for DVFS.
AB - Graphics-intensive computer games are no longer restricted to high-performance desktops, but are also available on a variety of portable devices ranging from notebooks to PDAs and mobile phones. Battery life has been a major concern in the design of both the hardware and the software for such devices. Towards this, dynamic voltage and frequency scaling (DVFS) has emerged as a powerful technique. However, the showcase application for DVFS algorithms so far has largely been video decoding, primarily because it is computationally expensive and its workload exhibits a high degree of variability. This paper investigates the possibility of applying DVFS to interactive computer games, which to the best of our knowledge has not been studied before. We show that the variability in the workload associated with a popular First Person Shooter game like Quake II is significantly higher than video decoding. Although this variability makes game applications an attractive candidate for DVFS, it is unclear if DVFS algorithms can be applied to games due to their interactive (and hence highly unpredictable) nature. In this paper, we show using detailed experiments that (surprisingly) interactive computer games are highly amenable to DVFS. Towards this we present a novel workload characterization of computer games, based on the game engine for Quake II. We believe that our findings might potentially lead to a number of innovative DVFS algorithms targeted towards game applications, exactly as video decoding has motivated a variety of schemes for DVFS.
KW - Animation
KW - Computer games
KW - Computer graphics
KW - Dynamic voltage and frequency scaling
KW - Graphics workload characterization
KW - Multimedia
KW - Power-aware design
UR - http://www.scopus.com/inward/record.url?scp=34547209872&partnerID=8YFLogxK
U2 - 10.1145/1146909.1147063
DO - 10.1145/1146909.1147063
M3 - Conference contribution
AN - SCOPUS:34547209872
SN - 1595933816
SN - 1595933816
SN - 9781595933812
T3 - Proceedings - Design Automation Conference
SP - 598
EP - 603
BT - 2006 43rd ACM/IEEE Design Automation Conference, DAC'06
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 43rd Annual Design Automation Conference, DAC 2006
Y2 - 24 July 2006 through 28 July 2006
ER -