Enhancing the Performance of a Multiplayer Game by Using a Parallelizing Compiler

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this paper investigates performance enhancement and the reduction of power consumption in Video Games when using parallelizing compilers and the difficulties involved in achieving that. This experiment conducts several stages in attempting to parallelize a well-renowned sequentially written Video Game called ioquake3. First, the Game is profiled for discovering bottlenecks, then examined by hand on how much parallelism could be extracted from those bottlenecks, and what sort of hazards exist in delivering a parallel-friendly version of ioquake3. Then, the Game code is rewritten into a hazard-free version while also modified to comply with the Parallelizable-C rules, which crucially aid parallelizing compilers in extracting parallelism. Next, the program is compiled using a parallelizing compiler called OSCAR (Optimally Scheduled Advanced Multiprocessor) to produce a parallel version and low power version of ioquake3. Finally, the performance of the newly produced parallel and lower power versions of ioquake3 on a Multi-core platform are analyzed. The following is found: (1) the parallelized game by the compiler from the revised sequential program of the game is found to achieve a better performance than the original one on various machines, (2) the low power version of ioquake3 consumes at %27 less power than the original, (3) hazards are caused by thread contentions over globally shared data, and as well as thread private data, and (4) AI driven players are represented very similarly to Human players inside ioquake3 engine, (5) 70% of the costs of the experiment is spent in analyzing ioquake3 code, 30% in implementing the changes in the code.

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詳細情報 詳細情報について

  • CRID
    1574231877661052928
  • NII論文ID
    110009579590
  • NII書誌ID
    AN10444176
  • 本文言語コード
    en
  • データソース種別
    • CiNii Articles

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