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Question by numberkruncher · Apr 29, 2012 at 04:36 AM · iosfpsbattery

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?

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avatar image kiwi koder · Nov 10, 2013 at 08:10 AM 0
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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.

avatar image Elecman · Feb 07, 2014 at 05:56 AM 0
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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

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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...

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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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