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?
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
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.
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
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.