“Workload Characterization of a First Person Shooter” Luka Spoljaric Jeff Kwiat.

Slides:



Advertisements
Similar presentations
Hardware Lesson 3 Inside your computer.
Advertisements

3.01 Explore multimedia systems, elements, and presentations.
DATA PROCESSING SYSTEMS
Interactive lesson about operating system
ISABEL Platform: Hardware and Software Requirements.
Google chrome operating system For Tiwi island college Lachlan Doyle.
Click Here to Begin. Objectives Purchasing a PC can be a difficult process full of complex questions. This Computer Based Training Module will walk you.
MC 2 : High Performance GC for Memory-Constrained Environments - Narendran Sachindran, J. Eliot B. Moss, Emery D. Berger Sowmiya Chocka Narayanan.
Effects of Clock Resolution on the Scheduling of Interactive and Soft Real- Time Processes by Yoav Etsion, Dan Tsafrir, Dror G. Feitelson Presented by.
MC 2 : High Performance GC for Memory-Constrained Environments N. Sachindran, E. Moss, E. Berger Ivan JibajaCS 395T *Some of the graphs are from presentation.
An Innovative wireless PDA Game Leung Pui Yin, Carol Lo Man Kit, Marcus.
Effects of Display Settings on User Performance in First-Person Shooters Frame Rate and Resolution on Movement Related Tasks Tim Connor Adam Fiske Ryan.
CIS 487 GAME EVALUATION NEED FOR SPEED UNDERGROUND 2 LUCIAN BLEBEA.
1 Critical Choices: Distance Learning for an At-Risk Workforce Presenters: Aline Click Susan King.
Understanding Operating Systems 1 Overview Introduction Operating System Components Machine Hardware Types of Operating Systems Brief History of Operating.
Unreal II – The Awakening Game Review Steve Blossom CIS 487.
Copyright © 1998 Wanda Kunkle Computer Organization 1 Chapter 2.1 Introduction.
©Brooks/Cole, 2003 Chapter 7 Operating Systems Dr. Barnawi.
Multi-core processors. History In the early 1970’s the first Microprocessor was developed by Intel. It was a 4 bit machine that was named the 4004 The.
1 Efficient Management of Data Center Resources for Massively Multiplayer Online Games V. Nae, A. Iosup, S. Podlipnig, R. Prodan, D. Epema, T. Fahringer,
* Definition of -RAM (random access memory) :- -RAM is the place in a computer where the operating system, application programs & data in current use.
By: Jamal Redman & Rashad Blackwell. Chapter 7 provides an overview of how educational software, apps, and learning games support and promote problem.
COMPUTER CONCEPTS.
Realtime 3D Computer Graphics Computer Graphics Computer Graphics Software & Hardware Rendering Software & Hardware Rendering 3D APIs 3D APIs Pixel & Vertex.
What is Concurrent Programming? Maram Bani Younes.
Chapter Three Software and Operating Systems What is software? How software is developed (Analysis, Design, Programming, and Testing) What are software.
1 Design and Implementation of an Efficient MPEG-4 Interactive Terminal on Embedded Devices Yi-Chin Huang, Tu-Chun Yin, Kou-Shin Yang, Yan-Jun Chang, Meng-Jyi.
Operating systems CHAPTER 7.
Information and Communication Technology Fundamentals Credits Hours: 2+1 Instructor: Ayesha Bint Saleem.
Processor and Internal Stuff or the “guts” of the computer.
Project By:. 2 Agenda Introduction Problem Definition Proposed Solution Block Diagram Flowchart Technical Implementation Hardware & Software Requirements.
1 ITSK 2611 Welcome. 2 Operating System 3 What is an OS Resource Manager –Disk –Memory –CPU Device Manager –Printers –Video Card –Sound Card Utility.
Predictive Runtime Code Scheduling for Heterogeneous Architectures 1.
2/6: CPUs & Memory CPUs –Parts of a sample CPU –Types of CPUs available ROM RAM –different kinds & uses inc. VRAM, SRAM image courtesy of How Computers.
Random access memory.
Waleed Alkohlani 1, Jeanine Cook 2, Nafiul Siddique 1 1 New Mexico Sate University 2 Sandia National Laboratories Insight into Application Performance.
Chapter 3: How to Speak Geek and Make Informed Purchasing Decisions
PC GAMES Media Technologies Theodoros Nikitopoulos Chamilothoris.
Hardware & Software The CPU & Memory.
Nick Sims Like a motherboard, a graphics card is a printed circuit board that houses a processor and RAM.
1 CHAPTER 2 THE ROLE OF PERFORMANCE. 2 Performance Measure, Report, and Summarize Make intelligent choices Why is some hardware better than others for.
Games are Up for DVFS Yan Gu Samarjit Chakraborty Wei Tsang Ooi Department of Computer Science National University of Singapore.
Chapter 1: Introduction. 1.2 Silberschatz, Galvin and Gagne ©2005 Operating System Concepts Chapter 1: Introduction What Operating Systems Do Computer-System.
4.1 Advanced Operating Systems Desktop Scheduling You are running some long simulations. In the mean time, why not watch an illegally downloaded Simpsons.
© CCI Learning Solutions Inc. 1 Lesson 2: Elements of a Personal Computer System unit Microprocessor chip How memory is measured What ROM is What RAM is.
3.01 Explore multimedia systems, elements, and presentations. 3.01A Evolution of Multimedia.
By James Sheets Game Pitch:  Evil aliens have picked up our radio frequencies, and become infatuated with our celebrities. They’ve decided to invade.
2.1. T HE G AME L OOP Central game update and render processes.
 Introduction to SUN SPARC  What is CISC?  History: CISC  Advantages of CISC  Disadvantages of CISC  RISC vs CISC  Features of SUN SPARC  Architecture.
THE BRIEF HISTORY OF 8085 MICROPROCESSOR & THEIR APPLICATIONS
The Effects of Parallel Programming on Gaming Anthony Waterman.
Computer Organization Instruction Set Architecture (ISA) Instruction Set Architecture (ISA), or simply Architecture, of a computer is the.
T HE G AME L OOP. A simple model How simply could we model a computer game? By separating the game in two parts: – the data inside the computer, and –
Image Processing A Study in Pixel Averaging Building a Resolution Pyramid With Parallel Computing Denise Runnels and Farnaz Zand.
Chapter 4 Software. Introduction Program: is a set of sequence instructions that tell the computer what to do. Software: is a collection of programs,
By: Brian Rodriguez. Abstract  You play an assassin, with several targets to go after. Unfortunately, the assassin industry has been booming lately,
Online School Management System Supervisor Name: Ashraful Islam Juwel Lecturer of Asian University of Bangladesh Submitted By: Bikash Chandra SutrodhorID.
Image Fusion In Real-time, on a PC. Goals Interactive display of volume data in 3D –Allow more than one data set –Allow fusion of different modalities.
Computer Graphics Graphics Hardware
Jacob R. Lorch Microsoft Research
Computer Software Digital Literacy.
LINUX WINDOWS Vs..
Multi-core processors
Computer Software Digital Literacy.
Multi-core processors
Overview Introduction VPS Understanding VPS Architecture
Miss rate versus (period, slice)
2.C Memory GCSE Computing Langley Park School for Boys.
Computer Graphics Graphics Hardware
Aaron Stokes Game Pitch CIS /17/07
Presentation transcript:

“Workload Characterization of a First Person Shooter” Luka Spoljaric Jeff Kwiat

The Problem Problem: Today’s games consume enormous amounts of CPU resources. –Complex graphics and faster movement require greater rendering speeds Can anything be done about this??

Solution We must form a better understanding of the workload generated by one these games –Increase efficiency within the game –Relieve the machine of excess burden to allow other processes more CPU resources

Presentation Overview Introduction to Games Methodology Data Analysis Implications, Conclusions, and Future Research

Introduction Several genres of video games –First Person Shooter Fast-paced, graphically enhanced Focus of this presentation –Role-Playing Games (RPGs) Lower graphics and slower play –Board Games Just plain boring

Methodology Hardware  TLAB setup –Dell Dimension 4100 –800 MHz Pentium III processor –256 MB DRAM –Video Card: NVIDIA_GLX Software –Instrumented version of Linux Doom –Running on Redhat Linux release 6.2

Testing Phase 20 real-world tests were conducted using the Doom instrumentation Each run lasted for 180 seconds Each player started at the same point in the game –Shareware version - “Knee-deep in the Dead” Skill level was set to “Ultimate Violence” –Player could interact with more enemies

Doom Instrumentation Incoming Data (3 Blocks) –Doom Loop  wraps all of these –GetEvents() X Windows events  Doom Events –ProcessEvents() Process Doom Events –DisplayEvents() Update Sounds Display Submit Sounds

Task Sizes Represent the amount of CPU time needed to perform a specific task. We measured task sizes of each event block: –GetEvents() –ProcessEvents() –DisplayEvents Empty Tasks  Blocks where no events occurred –~98.5% !!

GetEvents() Block Task Size –With empty tasks Mean: seconds STD: seconds Range: 0.1 – 0.4 seconds –Without empty tasks Mean: seconds STD: seconds Range: 0.1 – 0.4 seconds

Task Sizes With Empty Tasks Many cycles without events

Task Sizes Without Empty Tasks

Inter-arrival Times Inter-arrival times show multi-modal distributions Divided data into separate bins (short intervals and long intervals) Plotted each separately to present more effectively

GetEvents() Block Inter-arrival times –Mean: –STD: –Distribution: Tri-modal Distribution STD > Mean!! – Relates to multi- modal distribution

Inter-arrival Times vs. Percent

Inter-arrival Times (Short)

Inter-arrival Times (Long)

ProcessEvents() Block Task Size –With empty tasks Mean: STD: –Without empty task Mean: STD:

Task Sizes with Empty Tasks

Task Sizes without Empty Tasks

ProcessEvents() Inter-arrival times –Mean: s –STD: s –Distribution: Multi-Modal distribution Longer intervals are more popular than in the GetEvents() blocks

Inter-arrival Times vs. Percent

Inter-arrival Times (Short)

Inter-arrival Times (Long)

Display() Block Task Size –With empty tasks Mean: STD: –Without empty tasks Mean: STD:

Task Sizes with Empty Tasks

Task Sizes without Empty Tasks

Display() Block Inter-arrival Times –Mean: –STD: –Distribution: Multi-modal

Inter-arrival Times vs. Percent

Inter-arrival Times (Short)

Inter-arrival Times (Long)

Display() Events Event 1: “UpdateSounds”

Display() Events Event 2: “Display”

Display() Events Event 3: “SubmitSounds”

Future Work Extend workload characterization to other games (especially first person shooters) Participants with varying skill levels –Differences in task sizes –Differences in inter-arrival times Develop software to dynamically decide how much resources are necessary at a given point in the game

Conclusions The task sizes of event blocks range from 0.0 – 0.4 CPU seconds with a large number of empty tasks The inter-arrival times can be modeled as a multi-modal distribution

Thanks