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Initial work on supporting sustained perf mode #9901
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I can test tomorrow on my Pixel.
It looks like this is missing the change to std::string NativeQueryConfig(std::string query) {
, though?
-[Unknown]
if (Build.VERSION.SDK_INT >= 24) { | ||
if (powerManager.isSustainedPerformanceModeSupported()) { | ||
sustainedPerfSupported = true; | ||
NativeApp.sendMessage("sustained_perf_supported","1"); |
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nit: ", "
. We may have lost the war on consistent indenting, but...
-[Unknown]
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:) Done.
Thanks, fixed NativeQueryConfig. |
Seems to work fine. It's slower but seems more stable - that said, it's also slower than running the game without it for > 60 seconds, at least for me. -[Unknown] |
Good to know, thanks for testing! Maybe it will be useful for some. |
Right - I should've clarified: I mostly got full speed either way. There were dips both with it on and off, but the dips were worse with sustained on. Fast forward confirmed a difference in max speed/clock. Probably should've tried more games. I suspect that games that consistently run full speed will probably use less battery and might have more even performance. Wasn't meaning to say it didn't seem like a good feature to me. -[Unknown] |
Fixes #9738.
Sustained performance mode is intended for keeping clock frequency down to be able to run for a long time without overheating. Enabling this on a device makes it a good optimization target and will of course also last longer, but will also run slower.
Anyway, I'm surprised that my Nexus 5X with Android O Beta on it returns false when I ask isSustainedPerformanceModeSupported() , so can't use it on that, strangely. You'd think that it would be supported on the very latest Android...