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Power Management 4.6 Graphics Power Management 4.6.1 Intel® Rapid Memory Power Management (Intel® RMPM) (also known as CxSR) The Intel Rapid Memory Power Management puts rows of memory into self refresh mode during C3/C6 to allow the system to remain in the lower power states longer. Desktop processors routinely save power during runtime conditions by entering the C3, C6 state. Intel RMPM is an indirect method of power saving that can have a significant effect on the system as a whole. 4.6.2 Intel® Graphics Performance Modulation Technology (Intel® GPMT) Intel Graphics Power Modulation Technology (Intel GPMT) is a method for saving power in the graphics adapter while continuing to display and process data in the adapter. This method will switch the render frequency and/or render voltage dynamically between higher and lower power states supported on the platform based on render engine workload. In products where Intel® Graphics Dynamic Frequency (also known as Turbo Boost Technology) is supported and enabled, the functionality of Intel GPMT will be maintained by Intel® Graphics Dynamic Frequency (also known as Turbo Boost Technology). 4.6.3 Graphics Render C-State Render C-State (RC6) is a technique designed to optimize the average power to the graphics render engine during times of idleness of the render engine. Render C-state is entered when the graphics render engine, blitter engine and the video engine have no workload being currently worked on and no outstanding graphics memory transactions. When the idleness condition is met, the Integrated Graphics will program the VR into a low voltage state (~0.4 V) through the SVID bus. 4.6.4 Intel® Smart 2D Display Technology (Intel® S2DDT) Intel S2DDT reduces display refresh memory traffic by reducing memory reads required for display refresh. Power consumption is reduced by less accesses to the IMC. S2DDT is only enabled in single pipe mode. Intel S2DDT is most effective with: • Display images well suited to compression, such as text windows, slide shows, and so on. Poor examples are 3D games. • Static screens such as screens with significant portions of the background showing 2D applications, processor benchmarks, and so on, or conditions when the processor is idle. Poor examples are full-screen 3D games and benchmarks that flip the display image at or near display refresh rates. 56 Datasheet, Volume 1