Suggestion: Make a Low-Power Mode inside of the simulator

  • Could it be possible to design a low-power mode inside the simulator? A mode when inactivity is detected (passed around 30 seconds without any input) the sim limits itself to run at 15 FPS until any input is recieved again.

    This feature could be a nice addition to make it easier on our devices and our battery life while flying for extended periods of time, for example on long hauls.

    Edited once, last by ElYuainXD (December 10, 2024 at 6:23 PM).

  • Could it be possible to design a low-power mode inside the simulator? A mode where inactivity is detected (passed around 30 seconds without any input) the sim limits itself to run at 15 FPS until any input is recieved again.

    This feature could be a nice addition to make it easier on our devices and our battery life while flying for extended periods of time, for example on long hauls.

    This could solve the RAM issues while allowing upper-end devices to perform.

    Kind regards, good day, and bon vol!

    -VolerSuisse333

  • Could it be possible to design a low-power mode inside the simulator? A mode where inactivity is detected (passed around 30 seconds without any input) the sim limits itself to run at 15 FPS until any input is recieved again.

    This feature could be a nice addition to make it easier on our devices and our battery life while flying for extended periods of time, for example on long hauls.

    Thats the only feature infinite flight has that I wish aerofly had

  • It could allow for a reversion of the memory-saving features on high-end devices with an emphasis on a selectable option for less powerful devices.

    The performance on your particular device would be the same with this feature on or off, because the goal of this addition is to reduce the power needed to keep the game running, thus reducing the heat produced by the device and not draining as much battery as a result.

    The benefits of this feature are the same for high-end devices and low-end ones.

  • It could allow for a reversion of the memory-saving features on high-end devices with an emphasis on a selectable option for less powerful devices.

    No, memory and performance are two different things. You can bring the simulation to a crawl if you simulate it at e.g. 1 million times per second, using almost no memory (e.g. simulate millions of particles in real time). And on the other hand you can fill up your RAM and still not do anything with it at 500 FPS (e.g. buffer a 10 hour video all at once and just display one frame of it).

    The memory optimization was made to reduce RAM and to reduce the amount of crashes. They don't directly affect FPS, because you can then just increase the draw distance for example.