OK, first impressions:
From testing on my Laptop (FW31ZJ on Chrome, wheezingly old but reliable), i9100 Samsung S2 & Toshiba Excite tab (both in Android Chrome and CocoonJS) and iPhone 4S (Safari). Tested using a couple of embryonic games I have.
Bottom line: I?m not convinced....
On laptop (Chrome):
Is there a bug (?). If I set reduced framerate in layout 1 then this did not translate to layout 2: the game then played at 60 fps. If I set the reduced framerate in Layout 2 then all worked as expected (on Chrome in Windows 7).
Reduced quality on laptop. This is not because of the reduced framerate; to my eye it appeared that the game framerate was varying slightly even though the fps showed a constant 30.
Mobile / tablet:
Within CocoonJS (not compiled to apk ? only in debug app). I add this for interest as I know this will not be a direct concern. With reduced framerate enabled, CocoonJS debug display shows double the framerate I would normally expect (approx 120 on the S2) while on an on-game fps display I had the fps was shown as 60 and not 30... Wierd.
On mobile (Android Chrome / Safari): Results of variable quality. To be honest, I didn?t notice any significant improvement in the quality of the displayed games when they were capped at 30 fps, as if ? similar to the case with the laptop browser ? the update rate was changing ever-so slightly during play even though the indicated fps figure was a constant 30 fps. This was similar behaviour I had observed when the fps was not capped, so this was not an improvement in my opinion.
So, I now take a big fat slice of humble pie. I think that Ashley was right on this one (I owe you at least one beer!). Unless there is another way to cap the fps at a solid rate with less jerky results, this isn?t the solution I was hoping it would be ? at least for my needs. As previously mentioned, the fix will probably be to be patient and wait until mobile browser / cpu technology catches up. Sigh.
Anyone else any thoughts?