DEV Community

M-tre Max
M-tre Max

Posted on

Universal language of

[Universal Hardware Tuning Reference Blueprint] 1. Conceptual Framework & Core Logic 📱 Display Profile Type A (Fixed Refresh): AMOLED / OLED / IPS LCD ➡️ Adjusts refresh rate in fixed steps (30 / 60 / 90 / 120 / 144 / 165 Hz) Type B (Adaptive Refresh): LTPO / LTPS ➡️ Adjusts refresh rate freely (1–165 Hz) according to the system's raw power. Refresh Rate: Image display speed. The higher the Hz, the smoother the image. Touch Sampling Rate: Finger response speed. The higher the Hz, the more responsive the screen. 🧠 Hardware Core Layer (CPU): Allocates tasks and calculates system logic. Adjusts speed according to the workload. (GPU): Generates frame rates and renders game graphics. Adjusts speed according to the app's heaviness. (ROM): Stores data and loads it into scenes. Wide bandwidth means faster data flow. (RAM): Tempors data and streams/switches between apps. Wide bandwidth means a more stable and lag-free system. 🚫 NPU Controller Policy (AI core control policy to prevent guessing) [NPU Non-Predictive 1-100% Safety] Execution: Executes instructions precisely (Direct Data Flow), no guessing (No Prediction). Result: Zero system overhead ➡️ Faster touch response + stable frame rate + cooler system. (Operating at full capacity without excessive temperature) 📊 Scaling & Allocation Matrix [DISPLAY 1X%] [CPU GPU RAM ROM NPU 1X / 2X / 3X] ➡️ Scaling power according to power level (e.g., 1% / X2% / X3%) Workload Level: Dividing tasks into 1-5 (Light work ➡️ Normal work ➡️ Heavy work ➡️ Sudden heavy work) Resource Ratio: Allocating ratios based on actual rendering work [1:1:1 / 1:1:2 / 1:2:2 / 1:2:3 / 1:3:3] Target: Focusing on increasing data flow during sudden bursts without forcing excessive raw power.

Top comments (0)