You don’t need to render 60 times the same frame in software just to keep that visible on screen.
With the amount of bullshit animations all OSes come with these days, enabled by default, and most applications being webapp with their own secondary layer of animations, and with the typical developer's near-zero familiarity with how floating point numbers behave, I imagine there's nearly always some animation somewhere, almost but not quite eased to a stop, that's making subtle color changes across some chunk of the screen - not enough to notice, enough to change some pixel values several times per second.
I wonder what existing mitigations are at play to prevent redisplay churn? It probably wouldn't matter on Windows today, but will matter with those low-refresh-rate screens.
> With the amount of bullshit animations all OSes come with these days, enabled by default, and most applications being webapp with their own secondary layer of animations, and with the typical developer's near-zero familiarity with how floating point numbers behave
I use KDE/GNU/Linux, and I don't see a lot of unnecessary animations. Even at work where I use Win11, it seems fine. "[M]ost applications being webapp": This is a pretty wild claim. Again, I don't think any apps that I use on Linux are webapps, and most at work (on Win11) are not.I used to be a front end dev and I always hated that animation was coded per element. There should be just a global graphics API that does all the morphing and magic moves that user can turn off on the OS.
And regardless, the HW path still involves copying the entire frame buffer - it’s literally in the name.
The frame buffer, at least the portion of the GPU responsible for reading the frame buffer and shipping the contents out over the port to the display, the communications cable to the display screen itself, and the display screen were still reading, transmitting, and refreshing every pixel of the display at 60hz (or more).
This LG display tech. claims to be able to turn that last portion's speed down to a 1Hz rate from whatever it usually is running at.
Simply, this means each pixel can hold its state longer between refreshes. So, the panel can safely drop its refresh rate to 1Hz on static content without losing the image.
Yes, even "copying the same pixels" costs substantial power. There are millions of pixels with many bits each. The frame buffer has to be clocked, data latched onto buses, SERDES'ed over high-speed links to the panel drivers, and used to drive the pixels, all while making heat fighting reactance and resistance of various conductors. Dropping the entire chain to 1Hz is meaningful power savings.
[1] https://news.lgdisplay.com/en/2026/03/lg-display-becomes-wor...
So, no, there is a meaningful difference in the nature of the circuits.