> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Gears of War: Reloaded case study

> The Coalition combined passive Idle Energy Savings (−41% on Series X) with player-selectable Eco-Performance and Eco-Quality modes across Campaign and Versus.

**Studio:** The Coalition<br />**Publisher:** XBOX Game Studios<br />**Shipped:** 2025<br />**Contributors:** Kate Rayner (CVP and Technical Fellow, The Coalition)

Gears of War: Reloaded demonstrates how a AAA title can integrate energy-saving features that are invisible to players, easy to implement, and impactful for sustainability. The game introduces **both passive and opt-in** optimizations across XBOX Series X|S and PC.

## Idle Energy Savings (passive)

When the game detects inactivity — pausing, standing still, or switching away from the window — it automatically reduces rendering workload. The power-saving state engages after **\~60 seconds** and returns to full performance immediately when input resumes.

### XBOX Series X

| State                       | Avg. power | Reduction |
| --------------------------- | ---------- | --------- |
| Active gameplay (Idle Off)  | \~172 W    | —         |
| Inactive gameplay (Idle On) | \~100 W    | **−41%**  |

### XBOX Series S

| State                       | Avg. power | Reduction |
| --------------------------- | ---------- | --------- |
| Active gameplay (Idle Off)  | \~80 W     | —         |
| Inactive gameplay (Idle On) | \~59 W     | **−26%**  |

On PC, the same behavior is enabled by default — the game enters a low-power state when idle or when the window is unfocused.

> “We looked for ways to deliver energy-efficiency improvements without being perceptible to players and this became such a great approach to save power without players realising.” — Kate Rayner, Technical Fellow, The Coalition

## Implementation steps

1. **Idle detection** — short timer (\~60 seconds) to detect inactivity.
2. **Rendering adjustment** — reduced resolution and framerate during idle.
3. **Validation** — PIX Power Monitor to compare power draw before/after.
4. **Player experience testing** — confirm no perceptible impact on visuals or responsiveness.

Developers could see the wattage drop the moment idle mode engaged, and confirmed full performance returned as soon as the player resumed input.

## Eco Modes (opt-in)

Selectable in the settings menu for both Campaign and Versus:

* **Off (Max Performance)** — full resolution and framerate (up to 120 FPS).
* **Eco-Performance** — lower resolution, capped at 60 FPS.
* **Eco-Quality** — high resolution, capped at 30 FPS.

### Power draw comparison (XBOX Series X, active gameplay)

| Mode            | Avg. power | Reduction vs. Max |
| --------------- | ---------- | ----------------- |
| Max Performance | \~174 W    | —                 |
| Eco-Performance | \~122 W    | **−30%**          |
| Eco-Quality     | \~106 W    | **−39%**          |

> “With Eco Modes, we wanted to give players meaningful choice. Some players value the highest possible framerate, others prioritize visual fidelity — and Eco Modes let them decide what matters most to them, while unlocking additional power savings in the process.” — Kate Rayner

### Full comparison by area (XBOX Series X)

Measurements from the Certification team using PIX Power Monitor. Industry averages are the [Lab platform baselines](/build/game-principles/sustainability/lab-platform-baselines).

| Area                    | Video mode      | Title avg. | Industry avg. | Title wattage | Industry wattage |
| ----------------------- | --------------- | ---------- | ------------- | ------------- | ---------------- |
| Main menu               | Off at 120 Hz   | 51%        | 44%           | 130 W         | 123 W            |
|                         | Off at 60 Hz    | 39%        | 44%           | 113 W         | 123 W            |
|                         | Eco-Performance | 36%        | 44%           | 112 W         | 123 W            |
|                         | Eco-Quality     | 28%        | 44%           | 98 W          | 123 W            |
| In-engine cutscene      | Off at 120 Hz   | 19%        | 56%           | 89 W          | 145 W            |
|                         | Off at 60 Hz    | 19%        | 56%           | 88 W          | 145 W            |
|                         | Eco-Performance | 19%        | 56%           | 91 W          | 145 W            |
|                         | Eco-Quality     | 19%        | 56%           | 84 W          | 145 W            |
| Active gameplay         | Off at 120 Hz   | 76%        | 55%           | 174 W         | 148 W            |
|                         | Off at 60 Hz    | 51%        | 55%           | 131 W         | 148 W            |
|                         | Eco-Performance | 43%        | 55%           | 122 W         | 148 W            |
|                         | Eco-Quality     | 34%        | 55%           | 106 W         | 148 W            |
| Contextual (pause) menu | Off at 120 Hz   | 74%        | 53%           | 168 W         | 139 W            |
|                         | Off at 60 Hz    | 59%        | 53%           | 141 W         | 139 W            |
|                         | Eco-Performance | 52%        | 53%           | 132 W         | 139 W            |
|                         | Eco-Quality     | 37%        | 53%           | 109 W         | 139 W            |
| Constrained state       | Off at 120 Hz   | 52%        | 50%           | 135 W         | 132 W            |
|                         | Off at 60 Hz    | 52%        | 50%           | 133 W         | 132 W            |
|                         | Eco-Performance | 45%        | 50%           | 122 W         | 132 W            |
|                         | Eco-Quality     | 35%        | 50%           | 104 W         | 132 W            |
| Multiplayer lobby       | Off at 120 Hz   | 51%        | 48%           | 134 W         | 132 W            |
|                         | Off at 60 Hz    | 40%        | 48%           | 115 W         | 132 W            |
|                         | Eco-Performance | 36%        | 48%           | 109 W         | 132 W            |
|                         | Eco-Quality     | 28%        | 48%           | 97 W          | 132 W            |
| Multiplayer gameplay    | Off at 120 Hz   | 59%        | 56%           | 151 W         | 149 W            |
|                         | Off at 60 Hz    | 45%        | 56%           | 124 W         | 149 W            |
|                         | Eco-Performance | 39%        | 56%           | 115 W         | 149 W            |
|                         | Eco-Quality     | 31%        | 56%           | 102 W         | 149 W            |

## Tools used

* **PIX Power Monitor** — real-time power tracking.
* **Energy Efficiency Essentials** — design guidance for passive and opt-in features.
* **Dynamic Power States** — supported but not yet enabled in Gears; see [Dynamic Power States](/build/game-principles/sustainability/dynamic-power-states).

> “Passive features like idle mode deliver savings to all players. Opt-in features like Eco modes give players control. Together, they're a powerful combo.” — Kate Rayner

## Takeaways for other studios

* **Combine passive + opt-in.** Passive reaches everyone; opt-in captures the enthusiast segment.
* **Idle mode is cheap to implement.** A timer plus a rendering adjustment.
* **Reuse existing graphics presets** for Eco modes with minor tuning.
* **Instant PIX feedback** shortens the tuning loop.

## Related case studies

* [Call of Duty](/build/game-principles/sustainability/case-studies/case-studies-cod)
* [Halo Infinite](/build/game-principles/sustainability/case-studies/case-studies-halo)
* [For Honor](/build/game-principles/sustainability/case-studies/case-studies-for-honor)
* [Energy Efficiency Essentials](/build/game-principles/sustainability/energy-efficiency-essentials)


## Related topics

- [Certification sustainability power reports](/build/game-principles/sustainability/sustainability-case-studies.md)
- [Star Wars Outlaws case study](/build/game-principles/sustainability/case-studies/case-studies-star-wars-outlaws.md)
- [Sustainability case studies overview](/build/game-principles/sustainability/case-studies/case-studies-overview.md)
- [For Honor case study](/build/game-principles/sustainability/case-studies/case-studies-for-honor.md)
- [Call of Duty: Modern Warfare II & Warzone case study](/build/game-principles/sustainability/case-studies/case-studies-cod.md)
