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    <title>DEV Community: M-tre Max</title>
    <description>The latest articles on DEV Community by M-tre Max (@mtre_max_a0341056583cb56).</description>
    <link>https://dev.to/mtre_max_a0341056583cb56</link>
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      <title>DEV Community: M-tre Max</title>
      <link>https://dev.to/mtre_max_a0341056583cb56</link>
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    <language>en</language>
    <item>
      <title>Software article on CPU /gpu_heat management for phones: 30 45 60 90 120 144 165 185 FPS -xx% +xx%GPU/CPU</title>
      <dc:creator>M-tre Max</dc:creator>
      <pubDate>Mon, 01 Jun 2026 14:08:58 +0000</pubDate>
      <link>https://dev.to/mtre_max_a0341056583cb56/software-article-on-cpu-gpuheat-management-for-phones-30-45-60-90-120-144-165-185-fps-xx-g9b</link>
      <guid>https://dev.to/mtre_max_a0341056583cb56/software-article-on-cpu-gpuheat-management-for-phones-30-45-60-90-120-144-165-185-fps-xx-g9b</guid>
      <description>&lt;p&gt;Title: Stop Pushing Your Hardware! A Solution to Overheating and Frame Drops on Flagship Phones in 2026&lt;/p&gt;

&lt;p&gt;In an era where top-tier flagship phones still experience devastating lag during gaming due to pushing graphics beyond their limits, causing overheating and throttling, I present a "performance capping logic" to maintain stable frame rates instead of crashing the system.&lt;/p&gt;

&lt;p&gt;My principle is: 20 45 60 90 120 144 165 185 FPS -xx% + xx% GPU/CPU&lt;/p&gt;

&lt;p&gt;Instead of letting the system overheat and then lag, we need to use software to cap performance from the start. A stable and cool device will provide a better gaming experience than constantly pushing high but unstable frame rates.&lt;/p&gt;

&lt;p&gt;Raw Logic for Application:&lt;/p&gt;

&lt;p&gt;I'm disclosing this logic so everyone can adjust it at the software level according to their phone model:&lt;/p&gt;

&lt;p&gt;Prohibition #1: For example, if FPS drops by 1-2 units: Increase performance by 1% to maintain continuity.&lt;br&gt;
 Rule #2: If FPS is stable: Reduce power consumption by 0.5% to keep the device's surface temperature lower.&lt;br&gt;
These rules are to avoid confusion in power supply commands, as existing software applications and games on the market already provide sufficient commands.&lt;br&gt;
⚠️ Important Note:&lt;/p&gt;

&lt;p&gt;This is raw logic that requires further code development. Avoid conflicting commands (Conflict Logic), such as preventing power increase and decrease commands from executing simultaneously. Also, avoid resource-intensive loops.&lt;/p&gt;

&lt;p&gt;Those with coding skills who want to transform a frustratingly hot flagship into a smooth and cool gaming device should try using this logic as a basis for their own code.&lt;br&gt;&lt;br&gt;
If you want this software with this name and raw data to perform better or more aggressively, you need to use it with a CPU that combines the formula CPU2 + 3 + 3 with the formula 30 45 60 90 120 144 165 185 FPS -% +%CPU/GPU. &lt;/p&gt;

</description>
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    <item>
      <title>A cost-reduction formula at level 98 (Fixed CPU for 8 years + Locked GPU) to reduce the cost of increasingly expensive memory and chips every year</title>
      <dc:creator>M-tre Max</dc:creator>
      <pubDate>Mon, 01 Jun 2026 08:49:07 +0000</pubDate>
      <link>https://dev.to/mtre_max_a0341056583cb56/a-cost-reduction-formula-at-level-98-fixed-cpu-for-8-years-locked-gpu-to-reduce-the-cost-of-3ff4</link>
      <guid>https://dev.to/mtre_max_a0341056583cb56/a-cost-reduction-formula-at-level-98-fixed-cpu-for-8-years-locked-gpu-to-reduce-the-cost-of-3ff4</guid>
      <description>&lt;p&gt;🧠 A cost-reduction formula at level 98 (Fixed CPU for 8 years + Locked GPU) to reduce the cost of increasingly expensive memory and chips every year.&lt;br&gt;
🔥 Core concept: The top-of-the-line 8-generation CPU, 5th generation / MTK 9500 3mm, for 2025, must be redesigned internally into a 2+3+3 configuration, a single set that allows for the longest GPU upgrade period and the most stable operation.&lt;br&gt;
Use the same CPU for 8 years (2+3+3 framework).&lt;br&gt;
Control costs effectively.  Fixed price (no excessive RAM/Storage specs)&lt;br&gt;
Uses a single GPU model (locked in from year 4) for extended production&lt;br&gt;
Uses xx% software to control heat and stabilize FPS&lt;br&gt;
⚙️ Development Cycle (Years 1–4)&lt;br&gt;
Year 1 → Early version (same CPU + GPU)&lt;br&gt;
Year 2 → 1st GPU upgrade&lt;br&gt;
Year 3 → 2nd GPU upgrade&lt;br&gt;
Year 4 → 3rd GPU upgrade (tuning until “most stable”)&lt;br&gt;
👉 Year 4 = Point where the “most complete” GPU version is achieved&lt;br&gt;
🔒 Design Lock (Years 5–8)&lt;br&gt;
Years 5–8 → Uses the same GPU as year 4 (no further upgrades)&lt;br&gt;
CPU remains the same (no core changes)&lt;br&gt;
Focus on mass production + reducing cost per unit&lt;br&gt;
👉 This period = “Maximizing profit + stability”&lt;br&gt;
🔋 Battery&lt;br&gt;
Years 1–4 → ~9,000 mAh&lt;br&gt;
Years 5–8 → ~10,000 mAh  (Increasing Value)&lt;br&gt;
📱 Software&lt;br&gt;
System xx% based on FPS (CPU/GPU separate)&lt;br&gt;
With a flexible range (±xx%)&lt;br&gt;
Avoid using duplicate values ​​across CPUs&lt;br&gt;
👉 Keep the device “stable even with the same hardware”&lt;br&gt;
📦 Updates&lt;br&gt;
1 model → Android updates ~3 versions&lt;br&gt;
Each year = a different version according to the market cycle&lt;br&gt;
💰 Cost Strategy (Most Important Point)&lt;br&gt;
Keep the “device price” stable&lt;br&gt;
Don't compete on unnecessarily high RAM/Storage&lt;br&gt;
Focus on real-world experience (smooth + long battery life) instead of spec numbers&lt;br&gt;
🏆 Summary of 98-Point Formula&lt;br&gt;
🔥 “Using a single CPU for 8 years + upgrading the GPU to a stable point in year 4 and locking it down + increasing the battery + controlling with software = lowest cost while still performing well.” This would be the only standard model that, if incorporated into a standard model, would be the model with the longest production run if this formula is used to control costs.This is just raw data for writing software instructions to control heat limits. The example shows (30 45 60 90 120 144 165 185 FPS -xx% +xx%), with negative and positive values ​​for flexibility in CPU calculations. This formula can control heat in almost all situations where typical CPU performance limits on the market cannot be controlled.❌ Strict Restrictions&lt;br&gt;
Absolutely do not write commands to subtract or increase the energy percentage by -0.5%, +1%, or any other amount: Locking such small numbers will conflict with the game's auto-energy usage commands, causing constant command conflicts, system malfunctions, software waste, and leading to overheating and frame drops.&lt;br&gt;
Allow the system to operate freely within a wide range: Let the game automatically use its own energy percentage within the upper and lower ranges [-XX% to +XX%] that have been set. Do not interfere in the middle range.&lt;/p&gt;

</description>
    </item>
    <item>
      <title>This article discusses software solutions for maintaining stable FPS in all situations:</title>
      <dc:creator>M-tre Max</dc:creator>
      <pubDate>Mon, 01 Jun 2026 05:12:55 +0000</pubDate>
      <link>https://dev.to/mtre_max_a0341056583cb56/this-article-discusses-software-solutions-for-maintaining-stable-fps-in-all-situations-8on</link>
      <guid>https://dev.to/mtre_max_a0341056583cb56/this-article-discusses-software-solutions-for-maintaining-stable-fps-in-all-situations-8on</guid>
      <description>&lt;p&gt;This article discusses software solutions for maintaining stable FPS in all situations:&lt;/p&gt;

&lt;p&gt;30 FPS -XX%+XX%&lt;/p&gt;

&lt;p&gt;45 FPS -XX%+XX%&lt;/p&gt;

&lt;p&gt;60 FPS -XX%+XX%&lt;/p&gt;

&lt;p&gt;90 FPS -XX%+XX%&lt;/p&gt;

&lt;p&gt;120 FPS -XX%+XX%&lt;/p&gt;

&lt;p&gt;144 FPS -XX%+XX%&lt;/p&gt;

&lt;p&gt;165 FPS -XX%+XX%&lt;/p&gt;

&lt;p&gt;🚫 Most Important Strict Restrictions:&lt;/p&gt;

&lt;p&gt;Absolutely no tedious, step-by-step FPS slider commands: * ❌ Do not write software with commands such as: "Increase by 1%", "Decrease by 0.5%", or "Move up or down by 0.05%". A fixed percentage lock in the middle is strictly prohibited as it causes software errors and resulting in frame rate lag.&lt;/p&gt;

&lt;p&gt;(Technical Reasons)  (To prevent command conflicts):&lt;/p&gt;

&lt;p&gt;Writing sub-commands like that will immediately cause "Command Conflict" between the deep system controller and the game engine.&lt;/p&gt;

&lt;p&gt;Because while the game engine is calculating and utilizing power based on the actual workload, the sub-software forces it to increase power in increments, causing AI confusion, redundant work (calculation overhead), frame rate drops (sawtooth), and the device to accumulate heat, reaching 41°C – 42°C immediately.&lt;/p&gt;

&lt;p&gt;💡 What should be left to the system to automate:&lt;/p&gt;

&lt;p&gt;Let the positive and negative power distribution [- to +] manage power independently according to the hardware chip's natural processes, with the game software acting as the sole commander. This will result in smoother performance, keeping the temperature in a typical Thai-style room with fans at a comfortable 36°C – 37°C, and allowing the 9,000 mAh battery to last for 11-12 hours.If you install this one software, even new games or new phones with this software installed will run smoothly without needing further optimization. Just adjust this one setting and you'll have smooth gameplay, plus it saves battery life.&lt;/p&gt;

</description>
    </item>
    <item>
      <title>Concepts for reducing CPU costs to solve the crisis of expensive chips (CPU 2+3+3 + Reuse GPU)</title>
      <dc:creator>M-tre Max</dc:creator>
      <pubDate>Sun, 31 May 2026 09:14:50 +0000</pubDate>
      <link>https://dev.to/mtre_max_a0341056583cb56/concepts-for-reducing-cpu-costs-to-solve-the-crisis-of-expensive-chips-cpu-233-reuse-gpu-h5f</link>
      <guid>https://dev.to/mtre_max_a0341056583cb56/concepts-for-reducing-cpu-costs-to-solve-the-crisis-of-expensive-chips-cpu-233-reuse-gpu-h5f</guid>
      <description>&lt;p&gt;🧠 Concepts for reducing CPU costs to solve the crisis of expensive chips (CPU 2+3+3 + Reuse GPU)&lt;br&gt;
Use a top-tier CPU (e.g., from 2025) as the base.&lt;br&gt;
Design a CPU architecture that converts the structure to only 2+3+3 to balance load and heat.&lt;br&gt;
 To upgrade the GPU from an older, one-year-old model (202X) (reuse) to reduce costs in the standard model.&lt;br&gt;
The CPU usage cycle is divided into 3 upgrade cycles (totaling 4 years).&lt;br&gt;
🔄 Usage Cycle Structure (1 Base + 3 Upgrades)&lt;br&gt;
Year 1 → Original Model (Original CPU + GPU)&lt;br&gt;
Year 2 → Upgrade 1 (Use original CPU + Upgrade to an older model)&lt;br&gt;
Year 3 → Upgrade 2 (Use original CPU + Upgrade to an older model)&lt;br&gt;
Year 4 → Upgrade 3 (Use original CPU + Upgrade to another model)&lt;br&gt;
👉 1 Complete Cycle = 4 Years (1 Base + 3 Upgrades)&lt;br&gt;
🔁 Long-Term Cycle&lt;br&gt;
CPU 2025 → Used from 2026–2029 (4-year cycle)&lt;br&gt;
CPU 2026 → Used in the next 4-year cycle&lt;br&gt;
CPU 2027 → Used in the next 4-year cycle&lt;br&gt;
CPU 2028 →  Continuous use according to the same formula for 4 years:&lt;br&gt;
CPU 2029, use for another 3 years of upgrades, totaling 4 years. CPU 2030, use for another 3 years of GPU upgrades, totaling 4 years. Reuse continuously 👉 Every generation uses the same formula: 2+3+3 + senior GPU (only 1 year outdated). This formula can be used for up to 20 years or even longer, as long as it remains 2nm. What about the top model?&lt;br&gt;
❗ Important Note: Only 2+3+3 is possible. Other formulas do not allow for GPU upgrades; even if upgraded, the lifespan is too short. This formula is more cost-effective and has a better price per machine.&lt;br&gt;
GPUs, even when reused, require adjustments (clock/cache/bus).&lt;br&gt;
CPUs use the same architecture, but need tuning every year.&lt;br&gt;
Software must help control power/thermal/FPS.&lt;br&gt;
🏆 Summary&lt;br&gt;
🔥 “Use CPU 2+3+3 as a base for 4 years (1+3) and reuse senior GPUs to reduce costs, tuning the system annually for balance.”&lt;/p&gt;

</description>
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    <item>
      <title>Do not use the same or fixed CPU/GPU percentage values across different CPU models, as each CPU is different and requires specific settings.</title>
      <dc:creator>M-tre Max</dc:creator>
      <pubDate>Sun, 31 May 2026 07:09:09 +0000</pubDate>
      <link>https://dev.to/mtre_max_a0341056583cb56/do-not-use-the-same-or-fixed-cpugpu-percentage-values-across-different-cpu-models-as-each-cpu-is-30nf</link>
      <guid>https://dev.to/mtre_max_a0341056583cb56/do-not-use-the-same-or-fixed-cpugpu-percentage-values-across-different-cpu-models-as-each-cpu-is-30nf</guid>
      <description>&lt;p&gt;CPU/GPU Power Limiting System (Important)&lt;br&gt;
Key principles of this system:&lt;br&gt;
Do not use the same values ​​or codes for all CPUs.&lt;br&gt;
Each CPU model must have its own specific profile.&lt;br&gt;
The power percentage (Power %) must be recalculated according to the architecture.&lt;br&gt;
Do not copy and paste the same values ​​across different models.&lt;br&gt;
⚙️ Setting Rules:&lt;br&gt;
Each CPU → uses a different % value.&lt;br&gt;
GPU → must be adjusted separately from the CPU.&lt;br&gt;
Each FPS level → uses different values.&lt;br&gt;
There must be a flexible range (±x%), but not a fixed value.&lt;br&gt;
❗ Prohibitions (Very Important):&lt;br&gt;
❌ Do not use the same set of values ​​for multiple CPUs.&lt;br&gt;
❌ Do not set fixed values ​​for all machines.&lt;br&gt;
❌ Do not skip steps (e.g., using 60fps and then switching to 120fps).&lt;br&gt;
❌ Do not use the same logic across all architectures.&lt;br&gt;
🔥 System Goals:&lt;br&gt;
Keep temperatures within limits.&lt;br&gt;
Achieve stable FPS.&lt;br&gt;
Reduce CPU stuttering.&lt;br&gt;
Ensure CPU + GPU coordination.&lt;br&gt;
🏆 Summary:&lt;br&gt;
🔥 “This system requires adjustment for each CPU only. Do not use duplicate values ​​because each chip behaves differently.”&lt;br&gt;
🎮 FPS Level + Power Limit + Flexibility&lt;br&gt;
30 FPS → base xx% → range xx–xx% → flex ±13%&lt;br&gt;
45 FPS → base xx% → range xx–xx% → flex ±12%&lt;br&gt;
60 FPS → base xx% → range xx–xx% → flex ±11%&lt;br&gt;
90 FPS → base xx% → range xx–xx% → flex ±10%&lt;br&gt;
120 FPS → base xx% → range xx–xx% → flex ±8%&lt;br&gt;
144 FPS → base xx% → range xx–xx% → flex ±7%&lt;br&gt;
165 FPS → base xx% → range xx–xx% → flex ±6%&lt;br&gt;
Note: CPU and GPU can use different base/range values ​​depending on the architecture of each chip.&lt;br&gt;
⚙️ Automatic Adjustment Rules&lt;br&gt;
FPS below target → +x% to +x% (every x seconds)&lt;br&gt;
FPS stable → constant (freeze x seconds)&lt;br&gt;
FPS  Exceeding target → -x% to -x%&lt;br&gt;
🔥 Thermal Control (The point you asked about — Must have and very important)&lt;br&gt;
CPU temperature &amp;gt; xx°C → Reduce CPU by -x% to -x%&lt;br&gt;
GPU temperature &amp;gt; xx°C → Reduce GPU by -x% to -x%&lt;br&gt;
Overall system temperature &amp;gt; xx°C → Reduce both CPU and GPU simultaneously by -x%&lt;br&gt;
If CPU is hot but GPU is idle → Reduce CPU first, don't reduce GPU&lt;br&gt;
If GPU is hot but CPU is normal → Reduce GPU first&lt;br&gt;
⚡ Power Control&lt;br&gt;
Power spike → Reduce immediately by -x% then gradually increase&lt;br&gt;
Constant power → Allow gradual increases&lt;br&gt;
🧠 Anti-oscillation&lt;br&gt;
Do not adjust values ​​repeatedly within x seconds&lt;br&gt;
Increased → Wait before decreasing&lt;br&gt;
Decreased → Wait before increasing&lt;br&gt;
Use average FPS over the past x seconds&lt;/p&gt;

</description>
    </item>
    <item>
      <title>[Architecture Design] Smart Power &amp; Thermal Limit Governor System</title>
      <dc:creator>M-tre Max</dc:creator>
      <pubDate>Sun, 31 May 2026 01:11:14 +0000</pubDate>
      <link>https://dev.to/mtre_max_a0341056583cb56/architecture-design-smart-power-thermal-limit-governor-system-1jm5</link>
      <guid>https://dev.to/mtre_max_a0341056583cb56/architecture-design-smart-power-thermal-limit-governor-system-1jm5</guid>
      <description>&lt;p&gt;This software works in parallel with the CPU and GPU, using FPS as the primary focus and temperature as a ceiling control.  To maintain frame rate stability and reduce system heat buildup:&lt;/p&gt;

&lt;p&gt;🎮 1. FPS Level + Power Limit + Flexibility&lt;/p&gt;

&lt;p&gt;• 30 FPS → base xx% → range xx-xx% → flex ±13%&lt;/p&gt;

&lt;p&gt;• 45 FPS → base xx% → range xx-xx% → flex ±12%&lt;/p&gt;

&lt;p&gt;• 60 FPS → base xx% → range xx-xx% → flex ±11%&lt;/p&gt;

&lt;p&gt;• 90 FPS → base xx% → range xx-xx% → flex ±10%&lt;/p&gt;

&lt;p&gt;• 120 FPS → base xx% → range xx-xx% → flex ±8%&lt;/p&gt;

&lt;p&gt;• 144 FPS → base xx% → range xx-xx% → flex ±7%&lt;/p&gt;

&lt;p&gt;• 165 FPS → base xx% → range xx-xx% → flex ±6%&lt;/p&gt;

&lt;p&gt;Note: CPU and GPU can use base and range values.  1. Varying based on chipset architecture for maximum stability.&lt;/p&gt;

&lt;p&gt;⚙️ 2. Automated Adjustment Rules&lt;/p&gt;

&lt;p&gt;• FPS below target → +x% to +x% (every x seconds) to gradually increase power and prevent the chip from experiencing a sudden power surge.&lt;/p&gt;

&lt;p&gt;• Stable FPS → Maintain power level (freeze x seconds) to conserve energy and reduce heat.&lt;/p&gt;

&lt;p&gt;• FPS above target → -x% to -x% to reduce excess power that the system doesn't need.&lt;/p&gt;

&lt;p&gt;🔥 3. Thermal Control Logic&lt;/p&gt;

&lt;p&gt;• CPU temperature &amp;gt; xx°C → Reduce CPU power by -x% to -x%&lt;/p&gt;

&lt;p&gt;• GPU temperature &amp;gt; xx°C → Reduce GPU power by -x% to -x%&lt;/p&gt;

&lt;p&gt;• Overall system temperature &amp;gt; xx°C → Reduce both CPU and GPU voltage simultaneously by -x%&lt;/p&gt;

&lt;p&gt;• Case of separate chip overheating: If CPU is hot but GPU is idle → Reduce CPU voltage first, not GPU. | If GPU is hot but CPU is normal → Reduce GPU voltage first.&lt;/p&gt;

&lt;p&gt;⚡ 4. Power Control  (Power Management)&lt;/p&gt;

&lt;p&gt;• Power Spike (Heavy scene loading/effect surges) → Immediately reduce power by -x%, then gradually restore power.&lt;/p&gt;

&lt;p&gt;• Constant Power → Allow the system to gradually and steadily increase power.&lt;/p&gt;

&lt;p&gt;🧠 5. Anti-Oscillation Buffer&lt;/p&gt;

&lt;p&gt;• Prevent the system from adjusting power levels repeatedly within x seconds.&lt;/p&gt;

&lt;p&gt;• After increasing power → wait before decreasing | After decreasing power → wait before increasing.&lt;/p&gt;

&lt;p&gt;• Use the average FPS of the past x seconds to calculate and provide smooth power delivery, preventing jagged graph fluctuations.&lt;/p&gt;

&lt;p&gt;🎯 6. Priority Order&lt;/p&gt;

&lt;p&gt;FPS Stability (Prioritizing frame rate stability)&lt;/p&gt;

&lt;p&gt;Temperature Control (Preventing CPU/GPU temperature from exceeding critical limits)&lt;/p&gt;

&lt;p&gt;Dynamic Override (Immediately increase power if FPS falls below a certain threshold | Immediately reduce power via override if temperature exceeds a critical level))&lt;/p&gt;

</description>
      <category>architecture</category>
      <category>gamedev</category>
      <category>performance</category>
      <category>systems</category>
    </item>
    <item>
      <title>The solution to the software overheating issue from the old post was still too blunt.</title>
      <dc:creator>M-tre Max</dc:creator>
      <pubDate>Sun, 31 May 2026 00:51:59 +0000</pubDate>
      <link>https://dev.to/mtre_max_a0341056583cb56/the-solution-to-the-software-overheating-issue-from-the-old-post-was-still-too-blunt-4ohp</link>
      <guid>https://dev.to/mtre_max_a0341056583cb56/the-solution-to-the-software-overheating-issue-from-the-old-post-was-still-too-blunt-4ohp</guid>
      <description>&lt;p&gt;This latest post highlights that the old ceiling heating solution wasn't effective enough, so this is a new, improved solution.&lt;/p&gt;

</description>
    </item>
    <item>
      <title>New mobile thermal management software: Lock FPS + control CPU/GPU for stable frame rates throughout the game.</title>
      <dc:creator>M-tre Max</dc:creator>
      <pubDate>Sun, 31 May 2026 00:46:44 +0000</pubDate>
      <link>https://dev.to/mtre_max_a0341056583cb56/new-mobile-thermal-management-software-lock-fps-control-cpugpu-for-stable-frame-rates-d7d</link>
      <guid>https://dev.to/mtre_max_a0341056583cb56/new-mobile-thermal-management-software-lock-fps-control-cpugpu-for-stable-frame-rates-d7d</guid>
      <description>&lt;p&gt;🎮 FPS Level + Power Limit + Flexibility&lt;br&gt;
30 FPS → base xx% → range xx–xx% → flex ±13%&lt;br&gt;
45 FPS → base xx% → range xx–xx% → flex ±12%&lt;br&gt;
60 FPS → base xx% → range xx–xx% → flex ±11%&lt;br&gt;
90 FPS → base xx% → range xx–xx% → flex ±10%&lt;br&gt;
120 FPS → base xx% → range xx–xx% → flex ±8%&lt;br&gt;
144 FPS → base xx% → range xx–xx% → flex ±7%&lt;br&gt;
165 FPS → base xx% → range xx–xx% → flex ±6%&lt;br&gt;
Note: CPU and GPU can use different base/range values depending on the architecture of each chip.&lt;br&gt;
⚙️ Automatic Adjustment Rules&lt;br&gt;
FPS below target → +x% to +x% (every x seconds)&lt;br&gt;
FPS stable → constant (freeze x seconds)&lt;br&gt;
FPS  Exceeding target → -x% to -x%&lt;br&gt;
🔥 Thermal Control (The point you asked about — Must have and very important)&lt;br&gt;
CPU temperature &amp;gt; xx°C → Reduce CPU by -x% to -x%&lt;br&gt;
GPU temperature &amp;gt; xx°C → Reduce GPU by -x% to -x%&lt;br&gt;
Overall system temperature &amp;gt; xx°C → Reduce both CPU and GPU simultaneously by -x%&lt;br&gt;
If CPU is hot but GPU is idle → Reduce CPU first, don't reduce GPU&lt;br&gt;
If GPU is hot but CPU is normal → Reduce GPU first&lt;br&gt;
⚡ Power Control&lt;br&gt;
Power spike → Reduce immediately by -x% then gradually increase&lt;br&gt;
Constant power → Allow gradual increases&lt;br&gt;
🧠 Anti-oscillation&lt;br&gt;
Do not adjust values repeatedly within x seconds&lt;br&gt;
Increased → Wait before decreasing&lt;br&gt;
Decreased → Wait before increasing&lt;br&gt;
Use average FPS over the past x seconds&lt;/p&gt;

</description>
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    <item>
      <title>"Avoid locking exact power thresholds. Balanced, flexible limits offer better stability and durability than granular settings</title>
      <dc:creator>M-tre Max</dc:creator>
      <pubDate>Sat, 30 May 2026 11:38:37 +0000</pubDate>
      <link>https://dev.to/mtre_max_a0341056583cb56/avoid-locking-exact-power-thresholds-balanced-flexible-limits-offer-better-stability-and-m1</link>
      <guid>https://dev.to/mtre_max_a0341056583cb56/avoid-locking-exact-power-thresholds-balanced-flexible-limits-offer-better-stability-and-m1</guid>
      <description>&lt;p&gt;The information posted on this page has issues with overly sensitive power management, which will definitely cause long-term problems. A fixed percentage and increased flexibility are the latest options. Older posts had minor problems that could cause CPU and GPU shock. Data that locks the percentage to the CPU and GPU FPS is better, with just a small increase in flexibility for power conservation.Overly precise locking leads to unnecessary power consumption. The correct approach is to lock at a percentage of (xx%) and then add (x%) (xx%) flexibility based on the flexibility of each frame rate and CPU/GPU for 99% utilization.&lt;/p&gt;

</description>
    </item>
    <item>
      <title>หัวข้อ: "Software-Defined Performance: The Perfect Solution for 2+3+3 CPU Strategy"</title>
      <dc:creator>M-tre Max</dc:creator>
      <pubDate>Sat, 30 May 2026 11:25:05 +0000</pubDate>
      <link>https://dev.to/mtre_max_a0341056583cb56/hawkh-software-defined-performance-the-perfect-solution-for-233-cpu-strategy-2dhe</link>
      <guid>https://dev.to/mtre_max_a0341056583cb56/hawkh-software-defined-performance-the-perfect-solution-for-233-cpu-strategy-2dhe</guid>
      <description>&lt;p&gt;Content:&lt;/p&gt;

&lt;p&gt;Building upon the cost-reduction strategy of the '2+3+3' CPU architecture in Standard mobile models, which emphasizes using the same CPU for three years and only upgrading the GPU annually,&lt;/p&gt;

&lt;p&gt;this Load Management Software is designed to directly control performance, with the following key features:&lt;/p&gt;

&lt;p&gt;Seamless Optimization: When the Standard model uses the same CPU for three consecutive years, this software acts as an intelligent layer, managing power consumption to optimize performance with the upgraded GPU from the previous year's top-tier model. This virtually eliminates the need for redundant annual hardware optimizations.&lt;/p&gt;

&lt;p&gt;Thermal &amp;amp; Stability Control: This software manages the workload between the CPU (used for two or three years) and the top-tier GPU from the previous year, ensuring balanced operation and permanently reducing overheating and frame rate drops without relying on annual manufacturer adjustments.&lt;/p&gt;

&lt;p&gt;Efficiency for Standard Models: The primary goal is to achieve 99% stability in Standard models, even with non-latest CPUs, by unlocking their true potential through the software's mechanism.  This ensures that overall performance remains up-to-date with the latest GPU standards, which are upgraded every year.&lt;br&gt;
This software is an intelligent power capping system (CPU and GPU).&lt;br&gt;
This software is designed to work in parallel with either the CPU or GPU to maintain maximum system stability.&lt;br&gt;
Frame rate levels and flexibility (for CPU/GPU):&lt;br&gt;
30 fps: Uses xx percent power cap, adds 13 percent flexibility.&lt;br&gt;
45 fps: Uses xx percent power cap, adds 12 percent flexibility.&lt;br&gt;
60 fps: Uses xx percent power cap, adds 11 percent flexibility.&lt;br&gt;
90 fps: Uses xx percent power cap, adds 10 percent flexibility.&lt;br&gt;
120 fps: Uses xx percent power cap, adds 8 percent flexibility.&lt;br&gt;
144 fps: Uses xx percent power cap, adds 7 percent flexibility.&lt;br&gt;
165 fps: Uses xx percent power cap, adds 6 percent flexibility.&lt;br&gt;
Important Note: CPU and GPU percentage settings may vary depending on the hardware architecture. For best stability results, the xx percentage is used to lock the fps to match the percentage and adds a small flexibility for stability.&lt;/p&gt;

</description>
      <category>architecture</category>
      <category>mobile</category>
      <category>performance</category>
      <category>systems</category>
    </item>
    <item>
      <title>A strategy to reduce CPU production costs in standard mobile phone models using the "2+3+3" formula.</title>
      <dc:creator>M-tre Max</dc:creator>
      <pubDate>Sat, 30 May 2026 11:05:06 +0000</pubDate>
      <link>https://dev.to/mtre_max_a0341056583cb56/a-strategy-to-reduce-cpu-production-costs-in-standard-mobile-phone-models-using-the-233-formula-1b78</link>
      <guid>https://dev.to/mtre_max_a0341056583cb56/a-strategy-to-reduce-cpu-production-costs-in-standard-mobile-phone-models-using-the-233-formula-1b78</guid>
      <description>&lt;p&gt;This is a chip retooling strategy to maximize cost reduction by redesigning the internal architecture of top-tier CPUs from 2025 using the 2+3+3 formula for extended 3-year use. I'll summarize it as simply and clearly as possible:&lt;/p&gt;

&lt;p&gt;The Cost Reduction and Standard CPU Production Cycle Strategy 2+3+3 (Retooling Version)&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Retooling Process:&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;Top-tier CPUs from 2025 are redesigned with a new internal architecture based on the 2+3+3 standard to provide high flexibility for future GPU upgrades.&lt;/p&gt;

&lt;p&gt;This retooling makes the chip highly cost-effective.  This technology can be used in the Standard model for up to 3 years (2026, 2027, 2028), significantly reducing the cost of researching new chips each year.&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Standard Model Upgrade Cycles:&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;2026 Standard Model: Uses the top-tier 2025 CPU with a modified 2+3+3 internal configuration (3nm manufacturing process).&lt;/p&gt;

&lt;p&gt;2027 Standard Model: If prices remain high, continue using the same modified 2025 top-tier CPU to minimize costs.&lt;/p&gt;

&lt;p&gt;2028 Standard Model: Continues to use the same modified 2025 top-tier CPU to complete the 3-year cycle.&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Future CPU Replacement Cycle:&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;After 3 years (entering 2029), switch to the top-tier 2026 CPU, whose price will have begun to drop. &lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;GPU Upgrade (Annual):&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;Every year (2026, 2027, 2028), even with the same CPU and the 2+3+3 configuration, focus on upgrading the GPU by installing the top-of-the-line model from the previous year. This ensures the Standard model always has the latest and most powerful graphics.&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Result:&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;This method significantly reduces manufacturing costs by eliminating the need to redesign chips annually. The 2+3+3 configuration ensures high stability and flexible processing capabilities for the Standard model, at a lower price.&lt;/p&gt;

</description>
      <category>computerscience</category>
      <category>mobile</category>
      <category>product</category>
      <category>systems</category>
    </item>
    <item>
      <title>This method can effectively solve mobile phone overheating problems. This software works with all CPU formulas, including the 4 + 4 CPU formula.</title>
      <dc:creator>M-tre Max</dc:creator>
      <pubDate>Wed, 27 May 2026 11:09:13 +0000</pubDate>
      <link>https://dev.to/mtre_max_a0341056583cb56/this-method-can-effectively-solve-mobile-phone-overheating-problems-this-software-works-with-all-2a7i</link>
      <guid>https://dev.to/mtre_max_a0341056583cb56/this-method-can-effectively-solve-mobile-phone-overheating-problems-this-software-works-with-all-2a7i</guid>
      <description>&lt;p&gt;Thermal Mitigation Protocol: UPEA-Patch (For 2+3+3 Architecture)&lt;br&gt;
​Objective:&lt;br&gt;
To resolve chronic thermal throttling and energy waste in existing 2+3+3 CPU architectures by enforcing strict synchronization between display refresh rates and clock-cycle throughput.&lt;br&gt;
​The Performance Ceiling Table (Thermal Sync):&lt;br&gt;
The following values represent the calibrated CPU utilization ceiling (Percentage) required to maintain a thermal equilibrium of 38°C–41°C for each refresh tier:&lt;br&gt;
​30 FPS/Hz: CPU Utilization Ceiling: XX.XXX%&lt;br&gt;
​45 FPS/Hz: CPU Utilization Ceiling: XX.XXX%&lt;br&gt;
​60 FPS/Hz: CPU Utilization Ceiling: XX.XXX%&lt;br&gt;
​90 FPS/Hz: CPU Utilization Ceiling: XX.XXX%&lt;br&gt;
​120 FPS/Hz: CPU Utilization Ceiling: XX.XXX%&lt;br&gt;
​144 FPS/Hz: CPU Utilization Ceiling: XX.XXX%&lt;br&gt;
​165 FPS/Hz: CPU Utilization Ceiling: XX.XXX%&lt;br&gt;
​Implementation Impact:&lt;br&gt;
​Thermal Stabilization: By locking utilization percentages, the 2+3+3 chip avoids the "Current Spike" that triggers heat surges, effectively keeping the device within the safe operating range of 38°C–41°C.&lt;br&gt;
​Autonomous Control: Once these thresholds are applied at the Kernel level, the OS will automatically throttle the power draw to match the selected tier, regardless of how demanding the application is.&lt;br&gt;
​No Optimization Required: This solution functions independently. It suppresses the "Over-provisioning" of the 2+3+3 architecture, allowing for a stutter-free experience without needing to re-code individual applications.&lt;br&gt;
​Conclusion:&lt;br&gt;
Deploying this UPEA-Patch effectively forces the 2+3+3 architecture to operate at its most efficient thermal point. This "Sync-Lock" strategy ensures the device remains cool and consistent, achieving a system stability index of XX.XXX%.&lt;br&gt;
This software can lock performance, meaning it can lock the performance to a percentage of the CPU based on the screen's refresh rate (Hz) or frame rate (fps). For example, if the frame rate is 30 fps, it should be locked at a specific percentage, such as xx.xxx%, in increments of 30, 45, 60, 90, 120, 144, and 165. The software should lock the performance accordingly and calculate a performance efficiency of 99.999%.&lt;/p&gt;

</description>
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