Some time ago I joined to some project developed since 3 months before by a 3-4 person team. After next 4 months I made a refactor request to modify whole engine and game to make game frame update based on the time, rather than device power. Yeah, there was a constant constraint set - maximum 30 Frames Per Second.
Many of world-existing mobile devices couldn’t achieve those constant 30 FPS-es. On the other side some devices could show 60 without a problem but couldn’t because of constraint. It seemed crucial to me to change that. I have seen a game in previous company where 60 FPS were desired and some devices didn’t make 30-40. Those games felt totally too slow.
I was developing a whole animation system then but I’d like to describe one element of it all - keyframe-based animation which was a huge part, actually most crucial. I tried to look for solutions, even tried to look into Spine (which is a great software, I recommend it!) libgdx “runtime” which is open-sourced. Unfortunately, our needs were too wide.