Workload Characterization of 3D Games
Department of Computer Architecture, Universitat Politecnica de Catalunya, Barcelona
IEEE International Symposium on Workload Characterization, 2006
@inproceedings{roca2006workload,
title={Workload characterization of 3d games},
author={Roca, J. and Moya, V. and Gonz{‘a}lez, C. and Sol{‘i}s, C. and Fern{‘a}ndez, A. and Espasa, R.},
booktitle={Workload Characterization, 2006 IEEE International Symposium on},
pages={17–26},
year={2006},
organization={IEEE}
}
The rapid pace of change in 3D game technology makes workload characterization necessary for every game generation. Comparing to CPU characterization, far less quantitative information about games is available. This paper focuses on analyzing a set of modern 3D games at the API call level and at the micro architectural level using the Attila simulator. In addition to common geometry metrics and, in order to understand tradeoffs in modern GPUs, the microarchitectural level metrics allow us to analyze performance key characteristics such as the balance between texture and ALU instructions in fragment programs, dynamic anisotropic ratios, vertex, z-stencil, color and texture cache performance
July 17, 2011 by hgpu