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Synergistic CPU-GPU Frequency Capping for Energy-Efficient Mobile Games

Published:19 December 2017Publication History
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Abstract

Mobile platforms are increasingly using Heterogeneous Multiprocessor Systems-on-Chip (HMPSoCs) with differentiated processing cores and GPUs to achieve high performance for graphics-intensive applications such as mobile games. Traditionally, separate CPU and GPU governors are deployed in order to achieve energy efficiency through Dynamic Voltage Frequency Scaling (DVFS) but miss opportunities for further energy savings through coordinated system-level application of DVFS. We present a cooperative CPU-GPU DVFS strategy (called Co-Cap) that orchestrates energy-efficient CPU and GPU DVFS through synergistic CPU and GPU frequency capping to avoid frequency overprovisioning while maintaining desired performance. Unlike traditional approaches that target a narrow set of mobile games, our Co-Cap approach is applicable across a wide range of microbenchmarks and mobile games. Our methodology employs a systematic training phase using fine-grained refinement steps with evaluations of frequency capping tables followed by a deployment phase, allowing deployment across a wide range of microbenchmarks and mobile games with varying graphics workloads. Our experimental results across multiple sets of over 200 microbenchmarks and 40 mobile games show that Co-Cap improves energy per frame by on average 8.9% (up to 18.3%) and 7.8% (up to 27.6%) (16.6% and 15.7% in CPU-dominant applications) and achieves minimal frames-per-second (FPS) loss by 0.9% and 0.85% (1.3% and 1.5% in CPU-dominant applications) on average in training and deployment sets, respectively, compared to the default CPU and GPU governors, with negligible overhead in execution time and power consumption on the ODROID-XU3 platform.

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