⚠ THROTTLING
Rendered game objects GPU die (color = temp)
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Mobile GPU Thermal Throttling Simulator

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 simulator models that feedback loop directly: pick a graphics-quality workload, watch a live GPU die inside a 3D phone model heat from blue to red as instanced game-object draw calls 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. 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.