Mitigating interactive performance degradation from mobile device thermal throttling
Mitigating interactive performance degradation from mobile device thermal throttling
Mobile devices are limited in mass and volume reducing the viability of active device cooling implementations, this requires the use of less effective passive techniques to maintain device skin temperature levels. Application performance demands on a modern mobile device are driven by sustained performance workloads, such as 3D games, Virtual and Augmented Reality. Mobile System-on-Chips have corresponding increases in performance through both architectural changes and frequency of operation increases; which has resulted in the peak power consumption exceeding the sustainable thermal envelope defined by device skin temperature requirements. Existing thermal throttling techniques mitigate this by capping the frequency of operation of the System-on-Chip. Through experimentation with a modern smartphone platform using sequences from real-world applications, we demonstrate in this paper that Frequency Capping can have a significant effect on the performance of interactive applications, increasing the number of frame rate defects by up to 146%. We propose Task Utilization Scaling, a new lever for thermal throttling, which scales performance for critical interactive periods by the same factor as non-critical periods. Experiments demonstrate that the proposed approach can result in a decrease in frame rate defects of up to 18% compared with Frequency Capping or a skin temperature reduction of up to 2°C.
Bantock, James, Robert Benjamin
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Al-Hashimi, Bashir
0b29c671-a6d2-459c-af68-c4614dce3b5d
Merrett, Geoff
89b3a696-41de-44c3-89aa-b0aa29f54020
Bantock, James, Robert Benjamin
96aee509-d437-4c00-ae46-7b5899947e49
Al-Hashimi, Bashir
0b29c671-a6d2-459c-af68-c4614dce3b5d
Merrett, Geoff
89b3a696-41de-44c3-89aa-b0aa29f54020
Bantock, James, Robert Benjamin, Al-Hashimi, Bashir and Merrett, Geoff
(2020)
Mitigating interactive performance degradation from mobile device thermal throttling.
IEEE Embedded Systems Letters.
(In Press)
Abstract
Mobile devices are limited in mass and volume reducing the viability of active device cooling implementations, this requires the use of less effective passive techniques to maintain device skin temperature levels. Application performance demands on a modern mobile device are driven by sustained performance workloads, such as 3D games, Virtual and Augmented Reality. Mobile System-on-Chips have corresponding increases in performance through both architectural changes and frequency of operation increases; which has resulted in the peak power consumption exceeding the sustainable thermal envelope defined by device skin temperature requirements. Existing thermal throttling techniques mitigate this by capping the frequency of operation of the System-on-Chip. Through experimentation with a modern smartphone platform using sequences from real-world applications, we demonstrate in this paper that Frequency Capping can have a significant effect on the performance of interactive applications, increasing the number of frame rate defects by up to 146%. We propose Task Utilization Scaling, a new lever for thermal throttling, which scales performance for critical interactive periods by the same factor as non-critical periods. Experiments demonstrate that the proposed approach can result in a decrease in frame rate defects of up to 18% compared with Frequency Capping or a skin temperature reduction of up to 2°C.
Text
Mitigating Interactive Performance Degradation from Mobile Device Thermal Throttling
- Accepted Manuscript
More information
Accepted/In Press date: 19 April 2020
Identifiers
Local EPrints ID: 439709
URI: http://eprints.soton.ac.uk/id/eprint/439709
ISSN: 1943-0663
PURE UUID: 8cdcd1ea-5d9b-4777-9723-06bfc394a587
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Date deposited: 30 Apr 2020 16:30
Last modified: 17 Mar 2024 03:02
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Contributors
Author:
James, Robert Benjamin Bantock
Author:
Bashir Al-Hashimi
Author:
Geoff Merrett
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