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    SubjectRe: [RFC PATCH 3/3] sched: introduce synchronized idle injection
    On Thu, 5 Nov 2015 11:09:22 +0100
    Peter Zijlstra <peterz@infradead.org> wrote:

    > > Before:
    > > CPU0 ______||| || |___________| || || |_____
    > > CPU1 _________||| || |_______| || |_______
    > >
    > > After:
    > >
    > > CPU0 ______||| || |___________| || || |_____
    > > CPU1 ______||| || |___________| || |_______
    > >
    > > The goal is to have overlapping idle time if the load is already
    > > balanced. The energy saving can be significant.
    >
    > I can see such a scheme having a fairly big impact on latency, esp.
    > with forced idleness such as this. That's not going to be popular for
    > many workloads.
    agreed, it would be for limited workload. the key is to identify such
    workloads at runtime. I am thinking to use the load average of
    the busiest CPU as reference for consolidation, will not go beyond
    that.
    For the patch I have today and if you play a game like this one
    http://www.agame.com/game/cut-the-rope


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