Suspending with running PNDs works now!? Sort of...
Fact is: If the system detects a running PND, it goes not into standby, but rather only into Low Power Mode (which is also quite good concerning battery runtime, but
Standby is about 4 times more efficient than Low Power mode, total runtime with Standby ~180 hours, with Low Power Mode 30-75 hours). Thus you first need to manually pause your game, then suspend, else your game runs on (in the Low Power Mode)!
Proof: Game "Giana's Return" running, game countdown at 140 seconds. Sliding power button to start standby. OP (seemingly) goes into standby. Power LED lights in less bright green (indicating standby). Waiting 60 seconds (with stop clock) then sliding power button again. OP resumes, screen goes on, "Giana's Return" is immediately responsive, counter at 79 seconds. Exactly 60 seconds, as in real time, have passed in the game! (The 1 seconds rounding error is just my finger/eye delay. 140 - 79 = 61 = 60 + 1)
In the Beta 2 thread, I had
summarized all the discussed variants:
S1: Safe by default, risky on demand
- Setting "Safe": -> Safe standby not possible, going into low power mode. (EvilDragon)
- Setting "Unsafe: -> Going into standby without unmounting storage devices. (User responsibility to not remove devices, else data loss)
It seems the realized variant in Beta 3 is S1 with Setting "Safe".
How can users enable the setting "Unsafe" to try REAL standby (without the need to first pause a game, music playback, etc)? Already possible?
Notaz, besides by inquiry, my compliments! This is an amazing release!