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Games are up for DVFS
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Source Annual ACM IEEE Design Automation Conference archive
Proceedings of the 43rd annual Design Automation Conference table of contents
San Francisco, CA, USA
SESSION: Session 35: power-constrained design for multimedia table of contents
Pages: 598 - 603  
Year of Publication: 2006
ISBN:1-59593-381-6
Authors
Yan Gu  National University of Singapore
Samarjit Chakraborty  National University of Singapore
Wei Tsang Ooi  National University of Singapore
Sponsors
SIGDA: ACM Special Interest Group on Design Automation
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 15,   Downloads (12 Months): 68,   Citation Count: 3
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ABSTRACT

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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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M. Claypool, K. Claypool, and F. Dama. The effects of frame rate and resolution on users playing First Person Shooter games. In Multimedia Computing and Networking (MMCN) Conference, San Jose, California, 2006.
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M. McGuire. Quake 2 BSP File Format http://www.flipcode.com/articles/article_q2bsp.shtml.
 
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Quake II, http://www.idsoftware.com/games/quake/quake2/.
 
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Intel VTune Performance Analyzer http://www.intel.com/cd/software/products/asmo-na/eng/vtune/vpa/index.htm.
 
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A. Watt and F. Policarpo. 3D Games: Real-time Rendering and Software Technology, Volume 1. Addison-Wesley, 2001.


Collaborative Colleagues:
Yan Gu: colleagues
Samarjit Chakraborty: colleagues
Wei Tsang Ooi: colleagues