Including some general optimization techniques.
IEEE Computer
This paper describes a preliminary performance and power consumption characterization study on 3D mobile games. We choose Quake3 and XRace as the game benchmarks and study them on TI OMAP3430, Qualcomm Snapdragon S2, and NVIDIA Tegra 2 (three mainstream mobile System-on-Chip architectures) by selectively disabling different graphics pipeline stages in source code level. Our characterization results show that the geometry stage is the leading bottleneck and the game logic (application) takes a significant portion of power consumption.