An Adaptive Frames Per Second-Based CPU-GPU Cooperative Dynamic Voltage and Frequency Scaling Governing Technique for Mobile Games

An Adaptive Frames Per Second-Based CPU-GPU Cooperative Dynamic Voltage and Frequency Scaling Governing Technique for Mobile Games
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DOI:
10.1166/jolpe.2016.1451
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发表时间:
2016-12
期刊:
J. Low Power Electron.
影响因子:
--
通讯作者:
Euiseok Kim;Youngsub Ko;S. Ha
Euiseok Kim;Youngsub Ko;S. Ha
中科院分区:
其他
文献类型:
--
作者:
Euiseok Kim;Youngsub Ko;S. Ha

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为了利用移动平台中CPU和GPU之间的电源管理的协同作用,最近提出了几种CPU-GPU协同DVFS技术。这些技术中的大多数都基于FPS要求,该要求可能会根据应用程序状态动态变化。他们使用了处理器利用率和手机游戏FPS(每秒帧数)性能之间的分析模型,这一模型很难获得。基于这一观察结果,我们提出了一种新的CPU-GPU协作DVFS技术,该技术在运行时自适应地检测FPS需求并相应地控制频率。该自适应算法由三个状态组成:学习状态、跟踪状态和检测状态。在学习状态下,确定最大可实现FPS以及处理器的最小时钟频率。在跟踪状态下,随着游戏负载的微小动态波动,自适应地改变时钟频率。如果在检查状态中检测到剧烈变化,我们将再次进入学习状态。实验结果证实了该方法的优越性。
To exploit the synergy between the CPU and GPU power management in mobile platforms, several CPU-GPU cooperative DVFS techniques have been proposed recently. Most of those techniques are based on the FPS requirement that may vary depending on the application states dynamically. And they use an analytical model between the processor utilization and the FPS (frames per second) performance of mobile games, which is not easy to obtain. Based on this observation, we propose a novel CPU-GPU cooperative DVFS technique that adaptively detects the FPS requirement at run-time and controls the frequencies accordingly. The proposed adaptation algorithm is composed of three states: learning, tracking, and checking states. In the learning state, the maximum achievable FPS is determined as well as the minimum clock frequencies of the processors. In the tracking state, we adaptively vary the clock frequencies following the minor dynamic fluctuation of the game workload. If the drastic change is detected in the checking state, we go to the learning state again. Experimental results confirm the advantages of the proposed technique over the other techniques.