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Cutting Power Consumption in Unity

IridiumStudios
Honored Guest
Hey, so, we need to cut down milliamp usage by around 8% because of reasons.

Since we use Unity, we have comparatively low control over the backend processor usage.

Are there any tips for cutting it down without sacrificing gameplay elements? We're still using GLES 2.0, I should add. I know that you guys were considering a function to allow cutting the processor speed to reduce thermal throttling; any progress on that?
8 REPLIES 8

drash
Heroic Explorer
I would also like to know the answer to this. So far, we have the tools to set a minimum clock speed hint for CPU and GPU, and we can monitor the battery level and battery temp, but not any other temp. It would be great to be able to directly measure the power consumption of the overall app so that we can better see the effects of fiddling with minimum clock speeds.
  • Titans of Space PLUS for Quest is now available on DrashVR.com

bradherman
Honored Guest
That's quite a coincidence we also need to reduce our power by 8% due to reasons. 😉

Unity here as well too.

Would love to be able to test the power consumption locally, also would have been neat to know that requirement all though dev stage. :lol:

RobD
Explorer
We've snuck in *just* under the power consumption limit, but we've been recommended to reduce it a bit to be safe. We're already under-clocked as much as we possibly can. The one thing that Samsung suggested was disabling WiFi, which I think I've done by removing the privilege from the manifest. Without a way to test it though, we're also guessing.

borutwm
Honored Guest
I don't think just removing it from the manifest would do it? That would just be the security privilege for it.
Looks like you have to do something like this http://stackoverflow.com/questions/8863509/how-to-programmatically-turn-off-wifi-on-android-device, in addition to building a Unity android plugin to call the native apis - I don't see any existing unity APis to do this...

drash
Heroic Explorer
The manifest included with Oculus' Moonlight samples seems to have this:

<uses-permission android:name="android.permission.INTERNET" />

I assume that's what should be removed (if it makes sense for your app). I know there's another permission for "accessing WIFI", but that's not a permission that's granted in the first place in the default Moonlight app manifest I've seen.
  • Titans of Space PLUS for Quest is now available on DrashVR.com

IridiumStudios
Honored Guest
How do you intentionally underclock? Didn't see this anywhere in the docs.

jkimovr
Honored Guest
Please stay tuned for a post from John on this topic tomorrow. We understand that timing is critical for everyone but he wanted to make sure that he was providing accurate and comprehensive data. Thanks for your patience and understanding.

jkimovr
Honored Guest
Please go to this link for John's post.

viewtopic.php?f=61&t=13171