| Last Modified On : | September 19, 2008 4:22 PM PDT |
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by Rajshree Chabukswar and Jun De Vega
PC gaming has traditionally been associated with desktop systems due to the performance requirements of game applications. As new laptop capabilities become comparable to desktops, some gamers began to consider these as gaming platforms. As the gaming industry adapts to mobile computing, resources like battery life become significantly important for system usability. To determine the most power efficient configuration, this paper analyzes the power consumption of laptops while changing different game applications settings like graphics, resolution, FPS, and more. The study focuses on how the different game settings can provide a more efficient power configuration with a battery-powered laptop.
The goal of this paper is to determine different game settings that will provide some power savings for a notebook. This software exploration may provide opportunities for power optimization.
Measuring power usage of individual components in a mobile platform is not a trivial task. Various tools exist to provide a high level estimate of the power consumed by a mobile platform. While these tools may be sufficient in understanding the high level power consumption of particular platform, they do not provide fine grained details on specific components. A more accurate although more invasive method of power measurement is to use data acquisition (DAQ) tools where specific hardware components are instrumented, and a more granular power measurement can be logged. The following setup lists the platform details used for this analysis along with the power measurement methodology.
Figure 1: Test Setup
Test Setup
SETUP 1:
Hardware
Software
SETUP 2:
Hardware
Software
This section shows the impact of various LCD brightness levels on platform level power consumption with an idle system.
Figure 2: Idle system LCD brightness
As indicated in Figure 2, a Sony laptop has ~5W (32%) power reduction when using low brightness (0 of 8 bars) as compared to high brightness (8 of 8 bars). The data indicates that reducing screen brightness can help save power. The power saving percentage may change when the system is busy running workloads.
This next section examines power consumption data for individual games. The next section describes power consumption data when running each game on the following two configurations:
The game settings that are described here include the following:
Figure 3 shows the effect of power consumption on the Sony laptop with an nVidia 7400 graphics card. The data here represents power scaling, hence lower is better. For example, the blue bar (for game A and B) show baseline/default power consumption data scaled to 1.0. The other bars are scaled accordingly. For game A, with a resolution of 800x600, the power consumption is ~5% less as compared to baseline; when using the 640x480 resolution, the power consumption is ~8% less as compared to baseline.
Figure 3: Game resolution and average power comparison on a Sony laptop
Figure 4 shows the impact of resolution on power consumption with a high end graphics card. This analysis is done on an Intel Core Duo system with an nVidia 7800 graphics card. As indicated in the graph, going to a lower resolution saves power compared to running at a higher resolution. Also note that due to system configuration, the game B now has only 2 options for resolution selection.
Figure 4: Game resolution and average power comparison on an engineering system
Figure 5 demonstrates the power consumption impact of changing the game quality settings on a Sony VAIO laptop with the nVidia 7400 graphics card. The blue bar represents baseline/default power consumption data which is scaled to 1.0. The baseline quality settings change with system configuration and graphics card. The 2nd bar represents settings all the quality options to low. As indicated in the graph, setting quality options to low saves power across all 3 games.
Figure 5: Video options and average power consumption on a Sony laptop
Similarly, on Intel Core Duo engineering sample with an nVidia 7800 graphics card, there is some power savings when switching to lower quality settings as shown in Figure 6.
Figure 6: Video options and average power consumption on an engineering system
In this study, platform power consumption was analyzed with various frame rates. On a Sony VAIO laptop, Game A runs at 20 frames per seconds as baseline (blue bar), the maroon bar represents 15 FPS and beige bar presents running at 10FPS. Similarly for game B, the baseline is 60 FPS (blue bar), maroon bar represents 30FPS and beige bar represents running at 20 FPS. As indicated in Figure 7, the platform power consumption is reduced when capping the frame rate at lower value.
Figure 7: Frame rate and average power consumption on a Sony laptop
Figure 8 represents a similar study done on Intel Core Duo engineering sample with nVidia 7800 card. Here, Game A runs at a much higher frame rate as compared to the Sony VAIO due to availability of high end graphics card. The game A runs at un-capped frame rate as baseline (blue bar), and the maroon bar represents 60 FPS and 30 FPS. Game B runs at 60FPS (blue bar), the maroon bar represents 30FPS, and the beige bar represents running at 20FPS. As indicated in the graph below, a considerable amount of power is saved when running at a lower frame rate.
Figure 8: Frame rates and average power consumption on an engineering system
Enabling for power is different from traditional performance enabling since software behavior is potentially altered via different execution paths when optimizing for power. Intel has a product titled 'Intel® Laptop Gaming Technology Development Kit (TDK)' which offers functionality to detect current platform status such as when a power source is changed from AC to Battery and when network connectivity is lost. Games can use the APIs provided by the TDK to detect the current system status or track changes to system status and alter game execution in order to save power when limited resources are available.
When running on battery power, here is a list of few features to consider for longer battery life and play time.
Game developers may choose to offer various modes during the game play
Users can then select the most appropriate mode based on their needs.
Rajshree Chabukswar is an Application Engineer working on client enabling. (Mobile Application Enabling group) Prior to working at Intel, she obtained an MS in Computer Engineering at Syracuse University, NY.
Jun De Vega is an Application Engineer in Intel’s Software and Solutions Group, working on application tuning and optimization for Intel® architecture. He supports enabling of ISV applications on Intel® Mobile and Desktop Platforms. Contact him at rodolfo.de.vega@intel.com.

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Rajshree Chabukswar (Intel)
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Jun De Vega (Intel)
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