GPU Frame Rate Capping via VSYNC for Battery Power Reduction

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Solution Overview

Problem

Computing platforms face challenges in extending battery life while running 3D applications, as GPUs generate frames at higher rates than the display can handle, leading to unnecessary workload and power consumption.

Innovation Solution

Implementing Vertical Synchronization (VSYNC) to synchronize the frame rate of 3D applications with the display's refresh rate, reducing the GPU workload by capping the frame rate to match the display's refresh rate, especially when operating on battery power.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the GPU generates frames at a high rate to meet application requirements, then the application performance is improved, but the power consumption increases and battery life decreases

Engineering Contradiction:
Improveframe generation rateVSAvoidGPU power consumption
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The patent applies partial action by having the GPU generate frames at a rate matching the display refresh rate rather than the full application frame rate. When the application requests 120 FPS but the display only refreshes at 60 Hz, the GPU generates only 60 frames per second, discarding the excess frame generation capability. This reduces GPU workload and power consumption while maintaining acceptable display performance.

Inventive Principle:
Principle #16Partial or excessive action

2Productivity

If the GPU generates frames at a high rate, then the application performance is improved, but the battery life decreases

Engineering Contradiction:
Improveframe generation rateVSAvoidbattery life
Core Design Contradiction:
ProductivityVSDuration of action of moving object

Solution Approach 1:

The system intentionally underutilizes the GPU's frame generation capability by capping it at the display refresh rate. This partial action approach extends battery life during display-bound scenarios where generating frames faster than the display can show them provides no additional user value but consumes excessive power.

Inventive Principle:
Principle #16Partial or excessive action

3Use of energy by moving object

If the frame rate is reduced to match display refresh rate, then the power consumption is reduced, but the application performance may be degraded

Engineering Contradiction:
Improvepower consumptionVSAvoidapplication performance
Core Design Contradiction:
Use of energy by moving objectVSProductivity

Solution Approach 1:

The patent recognizes that application frame rate requirements often exceed display capabilities, creating excessive action in frame generation. By intentionally limiting GPU output to match display refresh rate, the system eliminates wasted computational effort while maintaining perceived application performance, as users cannot observe frames faster than the display refreshes.

Inventive Principle:
Principle #16Partial or excessive action

4Productivity

If the GPU operates at full capacity, then the workload is maximized, but unnecessary frames are generated that cannot be displayed

Engineering Contradiction:
ImproveGPU workloadVSAvoidwasted power on undisplayed frames
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The patent extracts and removes the excessive frame generation capability from the GPU workload by implementing a frame rate cap at the display refresh rate. This separates the useful frame generation (at display refresh rate) from the excessive portion (frames beyond display capability), eliminating waste by preventing the GPU from generating frames that will never be displayed.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentEP2786224B1Reducing power for 3D workloads
Publication Date: 2020.05.06 INTEL CORP
  • EP2786224B1 patent drawingFigure 1
  • EP2786224B1 patent drawingFigure 2
  • EP2786224B1 patent drawingFigure 3

AI summary

Various embodiments are presented herein that may reduce the workload of a GPU tasked with delivering frames of video data to a display generated by a 3D application executing within a system or computing platform. 3D applications executing within the system may generate new frames of video content at a specified frame rate known as frames per second (FPS). These frames are then delivered to a display communicatively coupled with the system for rendering. Every display has a refresh rate specified in cycles per second or Hertz (Hz). Vertical Synchronization (VSYNC) is a setting that synchronizes the frames per second (FPS) of a given application with the display's refresh rate. Forcing VSYNC on the application while the system is operating on battery power may reduce the workload on the GPU when the FPS is greater than the refresh rate resulting in greater battery life.