Abstract:Abstract-Modern mobile devices contain powerful MultiProcessor System-on-Chips (MPSoCs) that are performance throttled by Dynamic Power Management (DPM) runtime systems to extend battery lifetime. Applications on mobile devices commonly generate highly interactive workloads, dependent on interaction between the processor cores, peripherals, external resources and the user, such as touch input during web-browsing. Inevitably, a subset of interactive workloads are affected by delays caused by data unavailability… Show more
“…A characteristic common to all of the interactive workloads used in the previous experiment is that high performance is required for short sporadic periods of time. This may be a response to user input or the conclusion of a delay waiting for external resources such as network access [21]. For the remainder of time, the performance required is lower and unlikely to be at a level that would be affected by a frequency cap.…”
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 realworld 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 noncritical 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.
“…A characteristic common to all of the interactive workloads used in the previous experiment is that high performance is required for short sporadic periods of time. This may be a response to user input or the conclusion of a delay waiting for external resources such as network access [21]. For the remainder of time, the performance required is lower and unlikely to be at a level that would be affected by a frequency cap.…”
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 realworld 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 noncritical 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.
“…Objective Energy 3,10,13,14,16,17,24,27,30,[60][61][62][63] Webpage loading time 3,[8][9][10][11][12][13][14]16,17,[24][25][26][27][28][29][30][31]33,34,36,38,40,[43][44][45][46][47][48][49][50]51,52,[56][57][58]61,[64][65][66]…”
Summary
Mobile web traffic has now surpassed the desktop web traffic and has become the primary means for service providers to reach out to the billions of end users. Due to this trend, optimization of mobile web browsing (MWB) has gained significant attention. In this paper, we present a survey of techniques for improving the efficiency of web browsing on mobile systems, proposed in the last 6‐7 years. We review the techniques from both the networking domain (eg, proxy and browser enhancements) and the processor architecture domain (eg, hardware customization and thread‐to‐core scheduling). We organize the research works based on key parameters to highlight their similarities and differences. Beyond summarizing the recent works, this survey aims to emphasize the need of architecting for MWB as the first principle, instead of retrofitting for it.
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