⚠ THROTTLING
Rendered game objects GPU die (color = temp)
drag to pan · scroll to zoom

Mobile GPU Thermal Throttling Simulator (2D)

Every mobile game engine — Unity, Unreal, SpriteKit — ships against a phone whose GPU clock isn't fixed: a DVFS controller silently steps it down as the chip heats up under render load, and that's the real reason a game that opened at a smooth 60fps can be stuttering fifteen minutes later. This 2D schematic view models that feedback loop directly: pick a graphics-quality workload, watch a live GPU die inside a top-down phone diagram heat from blue to red as orbiting game-object markers render around it, and see the clock percentage step down through real hysteresis thresholds while frame rate, frame time and battery drain respond in real time. Drag to pan and scroll to zoom the schematic; toggle a 30fps frame cap or cooling assist to see the two techniques mobile studios actually use to keep a session out of the throttle zone.