Optimizing Energy Consumption of Mobile Games
- Authors
- Choi, Y.; Park, S.; Jeon, S.; Ha, Rhan; Cha, H.
- Issue Date
- Oct-2022
- Publisher
- Institute of Electrical and Electronics Engineers Inc.
- Keywords
- energy efficiency; energy-aware scheduling; Game applications; smartphones
- Citation
- IEEE Transactions on Mobile Computing, v.21, no.10, pp.3744 - 3756
- Journal Title
- IEEE Transactions on Mobile Computing
- Volume
- 21
- Number
- 10
- Start Page
- 3744
- End Page
- 3756
- URI
- https://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/15843
- DOI
- 10.1109/TMC.2021.3058381
- ISSN
- 1536-1233
- Abstract
- Games are energy-intensive applications on mobile devices. Optimizing the energy efficiency of games is hence critical for battery-limited mobile devices. Although the advent of energy-aware scheduling (EAS) integrated in recent devices has provided opportunities for improved energy management, the framework is not specifically tuned for game applications. In this paper, we aim to improve the energy efficiency of game applications running on EAS-enabled mobile devices. To this end, we first analyze the functional characteristics of games, and investigate the source of the energy inefficiency. We then propose a scheme, called System-level Energy-optimization for Game Applications (SEGA), to improve the energy efficiency of games. SEGA governs CPU and GPU power consumption in a tightly coupled manner by employing three key techniques: (1) Gsync-aware GPU DVFS governor, (2) adaptive capacity clamping, and (3) on-demand touch boosting. We implemented SEGA on the latest Android-based smartphones. The evaluation results for 23 popular games showed that SEGA reduced the energy consumption of the Google Pixel 2 XL and Samsung Galaxy S9 Plus smartphones, at the device level, by 6.1-22.3% and 4.0-11.7%, respectively, with a quality of service (QoS) degradation of 1.1% and 0.5%, on average. IEEE
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