Comparing the difference in Power Consumption between Video Conference Applications Microsoft Teams and Zoom
Ayush Khadka, Carolyn Alcaraz, Nicolas Loaiza Atehortua, Benas Pranauskas.
Group 35.
This project concerns comparing the energy usage of Microsoft Teams and Zoom. We compare the energy impact of enabling different variations of video-call features on both applications: camera on/off, blur on/off, and screen-share on/off. We run 30 iterations per feature pair, per application, and measure the energy costs over time. We use Energibridge for measuring the data, and develop automated scripts to run the experiments reproducibly.
Introduction
Context and Motivation
Six years ago, the COVID-19 pandemic began, prompting nations around the world to enforce a lockdown with the intention of reducing virus transmission. This led to a considerable increase in work from home (WFH) arrangements with video conferencing becoming a core part of daily work.
According to Adrjan et al., WFH job postings have quadrupled across 20 countries from 2020 to 2023, with these kind of postings still remaining popular despite a lifting of pandemic restrictions. Naturally, video conference applications rose in popularity and because of this, it is imperative to consider the energy usages of these applications.
From a user perspective, the energy efficiency of video conferencing software matters because it directly affects the experience of working on a laptop. Online meetings can be long and frequent, and if an application draw more power, the laptop will drain faster. This would require more frequent charging, and may force users to adapt their workday around power availability by, for example, staying near outlets or carrying chargers. Higher power draw can also increase heat and fan activity, impacting comfort and potentially influencing audio quality if fan noise is captured by the microphones. Over time, frequent high-power usage by contribute to faster battery wear, reducing the lifespan of a device.
Beyond individual devices, energy usage also has system-level implications. Video conferencing can be used at massive scale across organizations, with even modest per-hour difference in power consumption accumulates across users. Understanding how application choice and feature configuration affects power demand can support recommendations for more sustainable digital work practices.
While the number of people transitioning to remote working has recently seemed to stabilized in Europe and in other places around the world, as reported by Eurofound researcher Oscar Vargas Llave, “The possibility of working from home hasn’t [been] sedimented in European workplaces”. Thus, research into the energy usages of video conference applications remains relevant in this day and age.
For the purposes of this research, the video conference applications to be investigated for energy usage are Zoom Workplace and Microsoft Teams. Both applications have native apps, and share similar features that will be experimented on, namely, the turning on and off of the camera, the sharing of screens, and the blurring of the background.
Research Objectives
The primary research objective of this piece is to compare the two aforementioned applications in power usage. This can be broken down into:
- Measure and analyze the baseline power consumption of Zoom Workplace and Microsoft Teams during a video call with the camera turned off.
- Compare the difference in power usage of Zoom Workplace and Microsoft Teams with the camera turned off versus with the camera turned on.
- Evaluate the impact of screen sharing on the power consumption across the two different platforms.
- Evaluate the impact of background blurring on the power consumption across the two different platforms.
- And lastly, identify which of the two applications is more energy-efficient under different feature configurations and provide insights into how specific features affect the energy consumption of of video conference applications and their implications for sustainable work from home practices.
Methodology
Experimental Setup
The experiment was conducted in a controlled environment on a single computer with the following device specifications:
- Processor: AMD Ryzen 7 7730U with Radeon Graphics (2.00 GHz)
- Installed RAM: 16.0 GB
- System Type: 64-bit operating system, x64-based processor
- Operating System: Windows 11 home, version 25H2
Moreover, the following sofware was used to run the experiment:
- Automation Environment: Python, version 3.14
- Applications Under Test: Microsoft Teams, version 26032.208.4399.5; Zoom Workplace, version 6.6.11 (23272)
- Monitoring Tool: Energibridge, version 0.0.7
Variables and Metrics
We categorize the experimental parameters into dependent and independent variables, in order to measure how toggling different video-call features influences the power demands of the system.
Independent Variables:
- Applications: Microsoft Teams vs. Zoom Workplace.
- Feature States: Camera On/Off, Blur On/Off, Screen-share On/Off.
Dependent Variables:
- Average Power Consumption (W): the rate of energy consumption during the trial.
- Total Energy (J): the total amount of energy consumed in 30 seconds.
- Energy Delay Product (J·s): trade-off between energy efficiency and the time taken to complete the task.
Average Power Consumption was chosen as we are reporting on the consumption of a continuous use case rather than a one-off use case. Energy Delay Product was chosen to evaluate the overall efficiency by balancing energy consumption against performance.
Next, we establish a controlled testing environment, to achieve as accurate and reproducible results as possible.
Controlled Testing Environment
The experiment was conducted in “Zen mode” to minimize bias.
All non-essential applications were stopped, and device notifications disabled. The only application open on the device was cmd.exe terminal with administrative power. The computer used wireless internet connection, and was plugged into a power source throughout the experiment. The brightness of the screen was set to 100%, and the volume to 30%.
In the following subsection, we describe the step-by-step testing procedure and the automation of the experiment.
Automation and Testing Procedure
The experiment is driven by a single automation script that imports two platform-specific automation modules. Once started, it requires no manual intervention.
Warm-up. A 5-minute CPU-intensive task (Fibonacci sequence) stabilises CPU thermals before any measurement begins, reducing cold-start variance.
Randomised scheduling. For each task, the script must complete 15 iterations per platform. Instead of running them sequentially, it randomly selects which platform to test next from whichever still has remaining iterations. This shuffling mitigates ordering effects such as room temperature changes or background OS activity, that could systematically bias one platform’s results.
Iteration lifecycle. Each iteration follows a fixed sequence:
- Launch: the selected application opens and joins a pre-configured meeting automatically.
- Baseline measurement: EnergiBridge records system-level energy consumption for 30 seconds under the baseline condition (e.g., camera off, no blur, no screen share).
- Feature measurement: the script toggles the feature (e.g., enables camera, blur, or screen sharing) and EnergiBridge records for another 30 seconds.
- Restart: the application is force-killed to ensure a clean state for the next iteration.
- Cooldown: a 60-second waiting period is executed to prevent tail energy consumption between iterations.
Replication Package
For the experiments, the replication package can be found in the following repository.
Data Collection & Processing
Each 30-second EnergiBridge run creates a CSV containing timestamped energy readings, producing 360 files across all iterations. From each reading we derive the dependent variable values: average power consumption (W), total energy (J), and the Energy Delay Product (J·s). Outliers are removed using a z-score filter, and the appropriate statistical test (Welch t-test or Mann–Whitney U) is selected based on a Shapiro-Wilk normality check.
Results
Outlier detection
Before diving into the experimental results we removed outliers to improve data reliability. We used a Z-Score threshold of 3.0 to determine the outliers. The reason why we picked 3 is due to how it covers 99.7% of normal data which lies within 3 standard deviations. Another reason why we picked 3.0 is because a thereshold of 3.0 ensures that only extreme measurements error are removed while it keeps normal variability intact. Based on the application, our experiment flagged outliers between 0 and 1 per group of 30 iterations. In total, only 5 outliers were removed. Based on this it confirms that our data was generally stable and that only extreme measurement errors were detected. Since the number of identified outliers were negligible, we decided that we will not demonstrate visualization or data processing with outliers since these outliers were negligible and will do not demonstrate a significant reflection of our data.
Experimental Results
After the removal of outliers, the results can be seen illustrated below. Each figure compares Zoom and Microsoft Teams under the specified feature ON vs OFF conditions. The violin plots show the full distribution of the measurements across the 30 runs, while the embedded box plots indicate the mean and interquartile range.
Power and EDP Comparison for camera on vs camera off
Figure 1: Average Power Consumption (W) values for features camera on vs camera off.
Figure 2: EDP (J*s) values for features camera on vs camera off.
Power and EDP Comparison for background blurring on vs off
Figure 3: Average Power Consumption (W) values for features background blurring on vs off.
Figure 4: EDP (J*s) values for features background blurring on vs off.
Power and EDP Comparison for screen sharing on vs off
Figure 5: Average Power Consumption (W) values for features screen sharing on vs off.
Figure 6: EDP (J*s) values for features screen sharing on vs off.
Interpretation of Results
Across all three features, the data reveals a consistent but nuanced picture: enabling a feature generally raises power consumption, but the magnitude and consistency of that increase varies considerably depending on both the feature and the application.
Camera (Figures 1–2): The camera feature yields the most stable and interpretable results. Both applications show a clear power increase when the camera is turned on, with relatively tight distributions. Zoom rises from a median of roughly 5.4 W (OFF) to about 6.1 W (ON), while Teams goes from approximately 6.2 W to 6.6 W. Notably, Teams draws more power than Zoom in both the ON and OFF conditions, and in fact, the Teams baseline with camera OFF is already higher than Zoom with the camera on. The EDP values in Figure 2 further showcase this, with Teams ON reaching a median around 5800 J·s compared to Zoom ON at roughly 5300 J·s.
Background Blur (Figures 3–4): Blur introduces the highest variability of any feature tested. Power values span from below 3 W to above 11 W for both applications. For Zoom, enabling blur does produce a visible median increase (from ~5.8 W to ~7.0 W). For Teams, however, the ON and OFF distributions are nearly indistinguishable, with both centering around 6.9–7.0 W with wide, overlapping violin shapes. The EDP plots tell a similar story: large spreads and heavy overlap, particularly for Teams. This high variability makes it difficult to draw strong conclusions about the blur feature’s energy impact without further investigation.
Screen Sharing (Figures 5–6): Screen sharing produces the most asymmetric result between applications. For Zoom, the ON and OFF conditions are fairly close (medians around 5.3 W vs. 5.5 W), with moderate variability. For Teams, however, enabling screen share causes a pronounced jump, where the median rises from roughly 4.9 W to about 7.0 W, and the distribution stretches up to 12.5 W. The Teams ON violin is visibly wider and shifted upward compared to every other condition in this feature pair, making screen sharing the feature where the two applications diverge the most.
Overall comparison: Teams consistently shows higher baseline power draw across most conditions, while Zoom tends to produce tighter, more predictable distributions. The two applications respond differently to each feature toggle, showing a pattern that warrants further examination of the underlying causes and what it means in practice.
Statistical Analysis
Normality testing
To determine the kind of statistical tests to conduct, the normality of the data destribution was evaluated using the Shapiro-Wilk test.
Table 1: Shapiro-Wilk p-values for the power values of the different features
| Platform | Feature | Shapiro-Wilk p-value (ON) | Shapiro-Wilk p-value (OFF) | Both normal |
|---|---|---|---|---|
| TEAMS | CAM | 0.656 | 0.222 | True |
| ZOOM | CAM | 0.004 | 0.006 | False |
| TEAMS | BLUR | 0.014 | 0.003 | False |
| ZOOM | BLUR | 0.001 | 0.000 | False |
| TEAMS | SHARE | 0.091 | 0.007 | False |
| ZOOM | SHARE | 0.005 | 0.001 | False |
Table 2: Shapiro-Wilk p-values for the EDP values of the different features
| Platform | Feature | Shapiro-Wilk p-value (ON) | Shapiro-Wilk p-value (OFF) | Both normal |
|---|---|---|---|---|
| TEAMS | CAM | 0.963 | 0.375 | True |
| ZOOM | CAM | 0.064 | 0.027 | False |
| TEAMS | BLUR | 0.004 | 0.000 | False |
| ZOOM | BLUR | 0.000 | 0.000 | False |
| TEAMS | SHARE | 0.001 | 0.000 | False |
| ZOOM | SHARE | 0.000 | 0.000 | False |
Significance Testing
Two independent-sample significance tests were considered in this case.
Welch’s t-test was used in the case both groups passed the normality test. This is because this test compares mean differences, making it appropriate for when distributional assumptions are met.
When at least one group violated the normality assumptions, the Mann-Whitney U test was used instead because this test does not rely on distributional assumptions and compares rank other, making it more robust to skewed distributions and outliers.
Table 3: Significance test p-values for the power values of the different features
| Platform | Feature | Test Used | Test p-value |
|---|---|---|---|
| TEAMS | CAM | Welch t-test | 0.001 |
| ZOOM | CAM | Mann–Whitney U | 0.000 |
| TEAMS | BLUR | Mann–Whitney U | 0.490 |
| ZOOM | BLUR | Mann–Whitney U | 0.007 |
| TEAMS | SHARE | Mann–Whitney U | 0.001 |
| ZOOM | SHARE | Mann–Whitney U | 0.444 |
Table 4: Significance test p-values for the EDP values of the different features
| Platform | Feature | Test Used | Test p-value |
|---|---|---|---|
| TEAMS | CAM | Welch t-test | 0.000 |
| ZOOM | CAM | Mann–Whitney U | 0.000 |
| TEAMS | BLUR | Mann–Whitney U | 0.371 |
| ZOOM | BLUR | Mann–Whitney U | 0.001 |
| TEAMS | SHARE | Mann–Whitney U | 0.027 |
| ZOOM | SHARE | Mann–Whitney U | 0.429 |
Both platforms appear to have camera activation consistently produce statistically significant differences in power consumption and EDP values. The same can be said for screen sharing, particularly for Microsoft Teams. On the other hand, background blurring seemed to yield mixed or non-significant results.
Table 5: Significance test p-values for the power values of the different applications and their features
| Feature | Condition | Test Used | Test p-value |
|---|---|---|---|
| CAM | ON | Mann-Whitney U | 0.000 |
| CAM | OFF | Mann–Whitney U | 0.000 |
| BLUR | ON | Mann–Whitney U | 0.363 |
| BLUR | OFF | Mann–Whitney U | 0.033 |
| SHARE | ON | Mann–Whitney U | 0.001 |
| SHARE | OFF | Mann–Whitney U | 0.051 |
Table 6: Significance test p-values for the EDP values of the different applications and their features
| Feature | Condition | Test Used | Test p-value |
|---|---|---|---|
| CAM | ON | Welch t-test | 0.000 |
| CAM | OFF | Mann–Whitney U | 0.000 |
| BLUR | ON | Mann–Whitney U | 0.569 |
| BLUR | OFF | Mann–Whitney U | 0.000 |
| SHARE | ON | Mann–Whitney U | 0.072 |
| SHARE | OFF | Mann–Whitney U | 0.599 |
When comparing the two application directly with each other, we can see that the camera ON and OFF conditions show significant differences ~(p < 0.001), indicating clear platform-level distinctions. Screen sharing differences are also significant in the ON conditions, while background blurring showed less consistent and weaker differences between the applications.
Effect size estimation
In addition to statistical significance, effect sizes should be computed to help indicate the practical relevance of an observed difference.
For Welch’s t-test, Cohen’s d was used to quantify standardized mean differences. For the Mann-Whitney U test, the common language effect size was computed, representing the probability that a randomly selected observation from one group exceeds an observation from another group.
These measures are meant to provide insight into the magnitude of observed effects, independent of sample size.
Table 7: Effect size for the power values of the different features
| Platform | Feature | Effect size Used | Value |
|---|---|---|---|
| TEAMS | CAM | Cohen’s d | -0.935 |
| ZOOM | CAM | Common Language | 0.864 |
| TEAMS | BLUR | Common Language | 0.447 |
| ZOOM | BLUR | Common Language | 0.706 |
| TEAMS | SHARE | Common Language | 0.761 |
| ZOOM | SHARE | Common Language | 0.441 |
Table 8: Effect size for the EDP values of the different features
| Platform | Feature | Effect size Used | Value |
|---|---|---|---|
| TEAMS | CAM | Cohen’s d | -1.03 |
| ZOOM | CAM | Common Language | 0.819 |
| TEAMS | BLUR | Common Language | 0.432 |
| ZOOM | BLUR | Common Language | 0.699 |
| TEAMS | SHARE | Common Language | 0.666 |
| ZOOM | SHARE | Common Language | 0.560 |
Effect size results confirm the large practical impact that camera activation has on the power consumption and EDP values across platforms. Screen sharing shows moderate effects while blur generally showcased moderate to small effects.
Table 9: Effect size for the power values of the different applications and their features
| Feature | Condition | Effect size Used | Value |
|---|---|---|---|
| CAM | ON | Common Language | 0.173 |
| CAM | OFF | Common Language | 0.146 |
| BLUR | ON | Common Language | 0.569 |
| BLUR | OFF | Common Language | 0.336 |
| SHARE | ON | Common Language | 0.257 |
| SHARE | OFF | Common Language | 0.649 |
Table 10: Effect size for the EDP values of the different applications and their features
| Feature | Condition | Effect size Used | Value |
|---|---|---|---|
| CAM | ON | Cohen’s d | 1.279 |
| CAM | OFF | Common Language | 0.162 |
| BLUR | ON | Common Language | 0.457 |
| BLUR | OFF | Common Language | 0.237 |
| SHARE | ON | Common Language | 0.365 |
| SHARE | OFF | Common Language | 0.540 |
Between applications, camera ON produced large EDP effect size, indicating practical differences under active video conditions. For blur and screen sharing, effect sizes were generally small, suggesting that the platform differences are less pronounced. Thus, the most significant cross-application difference concerns the camera usage rather than the other features.
Overall, the statistical analysis shows that camera activation is the dominant factor producing significant results and large effect sizes across platforms. Screen sharing has moderate but platform-dependent impact, while background blurring demonstrates generally weaker and less consistent effects.
Discussion
Potential Explanations of the Results
While we cannot confirm what caused the result patterns observed, in this subsection we make educated guesses, and explore the potential causes of such patterns. Each of them could be a topic to be validated in further research.
Predictable camera ON/OFF test results in both applications show that both Teams and Zoom interact with the camera hardware in similar direct manner. It is also clear that Teams has approximately the same overhead of energy consumption when compared to a corresponding test in Zoom.
Higher baseline power draw observed in Microsoft Teams could be explained by the design of the application compared to Zoom Workplace. Teams is designed to be one of the central applications of a company with significantly more extensive functionality than Zoom (messaging interface, file sharing, live status updates, etc.) This, by design, causes Teams to consistently run more background services for tasks, such as message or file syncing. In contrast, Zoom offers more limited functionality outside of the call itself, which makes it likely almost all of its energy consumption comes from the active call.
Asymmetric screen sharing results could be explained by different applications employing different screen capture strategies. Zoom might be using more aggresive video encoding that only updates parts of the video that actually change, whereas Teams might periodically capture the entire screen. If Teams captures the entire screen more frequently, or the time between different captures is slightly randomized, it would explain the higher divergence of the results. Moreover, we have not measured the frame rate of the shared screen, which could have had an impact on the results if, for example, Teams’ frame rate is designed to adjust more sensitively to connection fluctuations.
Implications
The results of our study have practical implications and can help the users of the two video-call applications form sustainable decisions. In this section, we address the concerns of battery drain, hardware stress, and system-level implications for both users and organizations, as raised in the Introduction section above.
Our research suggests that users and organizations aiming to reduce energy usage during calls should pay attention to both the application they choose and the features that remain enabled by default. Turning the camera off has shown the most consistent results in reducing energy consumption across both applications, which results in the computer’s battery lasting longer and the device producing less heat. Sharing screen, particularly on Microsoft Teams, has shown to have the highest power spikes. Consequently, if users are mindful of using this functionality, they can reduce their device wear and have less negative effects on the environment across many meetings.
At the organizational level, small considerations can have a real impact on the energy usage and the environmental sustainability. Companies could change default settings to have less features enabled when joining the call. Moreover, companies could impose more sustainable policy changes, such as avoiding mandatory “camera on” requirement in internal meetings. These changes would reduce aggregate energy demand without affecting the productivity, as users would still be able to enable any feature manually.
Limitations
Limited Test Duration:
A realistic conference call usually lasts more than 10 minutes. However, the experiment was conducted with a 30 second duration in which this interval is quite short and does not reflect the real life usage of the application. Based on this, we cannot clearly have results that can have system-wide implications in order for certain companies to pick the most energy efficient application.
Singular Hardware System:
Another limitation is that this experiment was conducted in a single machine in which results could vary in different machines. The energy consumption can vary depending on the computers, CPU architecture, GPU, the battery health and power management.
Operating Systems:
Only the Windows OS was used in which compared to MacOS and Linux, it can have different power management policies and task scheduling mechanism which can influence the energy consumption. Depending on the OS, certain background processes can be running which can impact the energy consumptions. Depending on the OS, certain features tested can have optimizations made for that specific OS.
Future Work
For additional work, it would be interesting to observe the experimentation being conducted on different OS to determine how OS impacts the energy usage. Another interesting work that can be done is testing out more application in demand such as Google Meet and Slack in order to observe their effects. One more additional work that can be conducted would be to increase the intervals which will increase experimentation time but this will align better with real life situations.
Conclusion
Our paper discusses the energy usage between Zoom Workplace and Microsoft Teams. The features that are being experimented on are turning on/off camera, blur and screen share. Across 30 iteration per condition, by enabling the features on, it increased energy usage in which the largest effect came from enabling the camera whereas using blur showed weaker effects. Microsoft Teams shows a higher baseline and larger spikes while Zoom is more consistent. Hopefully this helps you pick the most efficient application! 😊😊
References
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