Introduction to Direct3D 12 Programming with GeeXLab
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This article, sample code and whitepaper were produced by Leigh Davies (Intel) who examines how to optimize your graphics applications such that they self adjust their workload on CPU/GPU to prolong a system's battery life while maintaining an acceptable visual quality for the user.Today any review of a new processor whether it’s used in a desktop computer, a laptop, a tablet or a phone will contain lots of information about how efficient it is and the new technologies that have been used to achieve this performance. Operating system developers spend large amounts of time optimizing improve efficiency and extend battery life, but what can be done by someone who is designing an application and wants to ensure it runs as efficiently as possible? The aim of this sample is to provide insight into how features in a game can affect the power efficiency of the hardware it’s running on including the importance of frame rate capping, the effect of bandwidth on power and the cost of running asynchronous CPU work. The sample also demonstrates a way an application can adjust its workload to prolong a system’s battery life when it detects a change from AC power to battery, how aggressive the change is can be adjusted based on the currently active windows power scheme