Abstract

CPUs and GPUs have been evolving rapidly over time regarding their capabilities and processing power. This has opened many new possibilities for interactive and real time systems, such as more sophisticated scene realism, more precise and complex artificial intelligence, and better physical simulations. However, these improvements come at a cost: increase of energy consumption. Energy management in interactive and real time architectures have not been receiving much attention over the years, but this issue is likely to become important in the near future due to the increasing energy demand and consumption required by top-notch game applications(especially regarding the mobile and portable consoles). In this paper we introduce the concept of intelligent energy management for games and interactive systems and address the aforementioned issue through these contributions: 1) an investigation of works related to energy management (in general); 2) implementations of feasibility tests for energy management on GPUs; and 3) a novel game architecture with energy management, using multiple GPUs.

Highlights

  • Computer games have become very sophisticated regarding rendering enhancements, modeling, animations, artificial intelligence, and physics simulations

  • In order to coordinate the correct execution of all game activities, a game architecture employs at its core a structure known as the game loop

  • In order to help in filling this gap, in this paper we provide these contributions: 1) an investigation of works related to energy management; 2) implementations of feasibility tests for energy management on GPUs; and 3) a novel parallel game architecture that uses multiple GPUs and applies energy management

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Summary

Introduction

Computer games have become very sophisticated regarding rendering enhancements, modeling, animations, artificial intelligence, and physics simulations. A) Multi-thread Models for CPUs: Rhalibi et al [23] present a different approach for real-time loops by taking into consideration dependencies among game related tasks. The first game loop model that integrated the GPU for GPGPU tasks used GPUs as math co-processors in real-time applications (as games and physics simulations) [24].

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