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Battery-preserving low frame-rate but with immediate new frame upon input

Discussion in 'Input System' started by runevision, Jun 12, 2017.

  1. mikaelwallen

    mikaelwallen

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    Just saying that we would really find this useful for our application which is running as a Windows standalone and WebGL application.
     
  2. kurtalanwilson

    kurtalanwilson

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    Mar 28, 2018
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    I'm really looking forward to this feature. I hope it gets implemented this year.
     
    User340 and Player7 like this.
  3. User340

    User340

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  4. Stamp-Enzi

    Stamp-Enzi

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    Aug 17, 2017
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    Bump!
    Is there any new info or has someone a solution that's working in 2017.3+? Camera enabling/disabling is broken now and setting layers doesn't work on some devices. Leads to flickering or black screens, so no use in production.
     
  5. floky

    floky

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    Oct 6, 2010
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    Would also love to see Unity handle non-game apps in an efficient manner.
    Unity currently is the best cross-platform development solution for games and it can support development for all non-game apps too but requires a lot of hacking around to optimize for lowest CPU / GPU usage when the app is not doing something graphically intensive.
    Also, it badly needs a drag-n-drop UI editor with better events binding and data binding.
     
    Player7 and User340 like this.
  6. Player7

    Player7

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    yes better ugui stuff all round really
     
  7. ZXY-ST

    ZXY-ST

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    Jun 26, 2015
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    Bump. Any news or updates on this?
     
    softone likes this.
  8. Rene-Damm

    Rene-Damm

    Unity Technologies

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    Someone is actively looking into this. No fixed ETA yet, though.
     
    jhocking, ZXY-ST, User340 and 3 others like this.
  9. Benfont

    Benfont

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    Nov 11, 2017
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    I would have to say that this is one of the most needed features in Unity for those who are making games that are more UI dependant or even non gaming apps for example. Thanks for looking into this @Rene-Damm and the Unity team.
     
  10. graphicDNA

    graphicDNA

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    Jun 26, 2017
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    Absolutetly agree... I would also like to see this feature implemented... Even for AAA games, there are tons of places on UI screens where you don't need to go 60 fps. And power usage is a thing to consider today, not only on mobile devices...
     
    ZXY-ST, User340 and Benfont like this.
  11. Benfont

    Benfont

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    Nov 11, 2017
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    Hey guys any update on this? Sorry for asking again but the thing is that people keep complaining about their battery draining when using Unity apps, specially people with older devices as those batteries drain faster than newer ones.
    This feature we are asking for, is a game changer IMO as it will open so many possibilities in Unity. People would start making non gaming apps for example, or trivia styled games, or even using this feature in game menus - without having to worry about receiving bad reviews due to the high battery usage.

    It really makes no sense keeping the device running at a high framerate when it is not needed, and currently you can only reduce the framerate so much without the user noticing a lag in the input (which is worse than getting your battery drained IMO).

    Thanks for looking into this!
     
  12. Obsurveyor

    Obsurveyor

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    Nov 22, 2012
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    @Rene-Damm Please, is there any chance this will be fixed any time soon? It's really killing me that I have to lower the frame rate of my app to save battery which causes it to not be as responsive as it could be. I'm straddling the line between an app and a game with my Unity project and this is the number one thing that is pushing me towards dumping Unity and re-writing native apps when I really don't want to.
     
  13. Rene-Damm

    Rene-Damm

    Unity Technologies

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    @Obsurveyor Hard to say TBH. Understand, though, that it's a bummer and you're waiting. Hope that we have something sooner than later but ATM can't really tell yet how exactly this will go.
     
    tcmeric and softone like this.
  14. tcmeric

    tcmeric

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    Dec 21, 2016
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    Bump on this. Love unity, but this issue makes Xamarin the better choice until it gets resolved for general apps.
     
  15. hippocoder

    hippocoder

    Digital Ape Moderator

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    Best use Xamarin right now then.

    Unity knows it's a thing but it's not really the priority to address until DOTS and Tiny are more mature because those alone will likely save much more power in the long run.

    Not saying I know anything about input/power saving just generally, DOTS will save so much power on mobiles.
     
    Prodigga likes this.
  16. Noisecrime

    Noisecrime

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    Apr 7, 2010
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    While those features are nice, neither will help one bit for my app and I suspect many of the apps that have prompted developers to comment here. Tiny is for 2D only ( atm?) and DOTS for efficient updating of complex scenes. In my case I have a simple 3D modelling app where the majority of the time, nothing is changing on screen, yet I still have to burn users power because there is no way to separate input from framerate!

    Honestly it’s frustrating after god knows how many years to be told such and such a feature will solve your problems when they will have no impact and such a damn simple thing such as decoupling input from framerate would instantly resolve the problem for many of us here! That’s all we needed a mean of getting input whilst having zero or minimal updates of the screen.
     
    Last edited: Jun 15, 2019
  17. Prodigga

    Prodigga

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  18. Polff

    Polff

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