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Reduce battery consumption as much as possible
Are there any serious disadvantages to forcing a low frame rate in an iOS game? I only require 5 fps (rendering) as there are no animations or moving objects. The objective is to reduce battery consumption.
Touch needs to be reasonably responsive, graphics change on 'mouse-down' / tap-down. It doesn't matter if there is a small delay before graphics are updated provided the delay is around 1/5 of a second (200ms)
There is no requirement for physics at all (no colliders, no rigidbodies, etc)
I realise that the target fps can now be altered easily sun a script, but are there any adverse effects to lowering to a non standard value?
I guess the best way to find out is to do some actual tests, but from my (limited) knowledge there shouldn't be any adverse effects.
If you want to reduce battery consumption, please vote for these features we need: http://feedback.unity3d.com/suggestions/better-support-for-guionly-appl http://feedback.unity3d.com/suggestions/realtime-input-framerate-indepe
Answer by 2885 · Nov 16, 2016 at 10:50 AM
No, There are no adverse effects, you can very well reduce down the frame rate to 5...
Alternatively you can use Co-routine which can call itself recursively with yield return new WaitforSecond(0.50f) at the beginning and calling the same co-routine at the end of the routine...
Answer by Elecman · Nov 16, 2016 at 01:34 PM
The only adverse effect is terrible responsiveness.
New feedback item here: https://feedback.unity3d.com/suggestions/manually-activated-render-loop-for-lower-power-consumption-on-mobile
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