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Doesn't godot refresh the entire screen at X fps? That would kill battery life, no? Asking cuz I considered this route before but decided against it for battery and app loading time reasons.



Godot does have a low CPU mode that limits screen refreshes until something is interacted with on screen or animated, it's what the actual editor uses. I'm not sure whether it works on web exports though.


Might be worth double checking. Last time I read, this mode wasn't supported on mobile devices, which is precisely the ones more sensitive to energy use.


godot ticks at that rate, but if you don't transform UI things, they don't get redrawn. so maybe the framebuffer is switched every frame, but draw calls shouldn't be reissued unless needed.

also, I think it is possible to make it not tick from time updates, but only from input event updates, or maybe an animation actually running. similar to what the editor does.


It still consumes more battery than an HTML page on a browser, doesn't it? Can't tell how significant is the difference, though.




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