Game Power Management - A survey on user's perception
Bachelor Thesis
Topic
Graphics-intensive game applications gained significant popularity in recent years. Although most of them are available on high-end desktops, the advent of these applications on battery-powered mobile devices (e.g., laptops, PDAs, cell phones and portable game consoles) is steadily increasing. This recent development is resulting in a constantly widening gap between the demand for computational resources on portable devices and the corresponding energy resources available through batteries. In this context, power management techniques play a significant role in reducing this gap and in increasing the energy efficiency of these devices.
Most of these devices are equipped with dynamic voltage/frequency-scalable processors in which the power dissipated per clock cycle is directly proportional to its frequency and the square of the supply voltage. Therefore, one can reduce energy consumption through dynamic voltage frequency scaling (DVFS) techniques, where the processor's clock frequency is dynamically adjusted based on the predicted workload of the next frame.
The quality of this prediction highly influences the resulting performance of the system: a frequency chosen too high will waste energy whereas a frequency chosen too low will result in a frame rate drop reducing the game’s quality significantly. The energy consumption of the system can be measured. In contrast, the game's quality highly depends on the user's perception.
Goal
Goal of this thesis is to identify the parameters influencing the perception and their importance to the user's satisfaction. Possible parameters are for example
- Frame rate
- Responsiveness
- Frame rate variations
- etc.
A methodology for this identification has to be designed and implemented. Possible target platform are, depending on your interest, Android phones (utilizing the OpenGLES interface) or desktop PCs (Direct-X interception). A survey has to be conducted which could involve implementation of test applications to allow user feedback, etc. Based on the results, one can propose possible power management schemes exploiting the user's perception limits.
Workflow
- Familiarize yourself with the general structure of games and their usage of graphic APIs like DirectX for Desktop PCs or OpenGLES on Android
- Identify possible parameters influencing the user's perception
- Develop test applications which allow varying parameters and users to provide feedback (C++ or Java)
- Conduct user surveys at our institute
- Based on the results, propose user perception based power management scheme(s)
Required Skills
- Interest in gaming
- Knowledge of C/C++
- Knowledge about DirectX or OpenGL is helpful, but can also be acquired during the thesis
- Motivation
Start
by arrangement
Contact
Benedikt Dietrich (room 3942)
