App runs at half speed on power saving?

Hi there,
we’ve noticed that if power saving mode is active on our Samsung S3, all Corona powered apps slow down at basically half the frames. If the power saving mode is off, then all goes at 60fps with no issues.
The problem is that we notice this only with corona powered apps (even not made by us, but downloaded from the play store, for example Freeze shows half the speed in all physics simulations -anywhere else is less noticeable probably for the use of time based solutions, such as transitions).
Is this something we can expect some kind of fix (if it’s not out there already, and maybe we’re missing something very stupid), or it’s just a corona limitation? Because it’s very noticeable and kinda ruin the whole experience, and the fact that it affects only corona apps really makes it stand out. We understand a solution might be obviously to make every event time based (or multiply all our values for a delta time), but for physics keeping changing the timestep or setting it to 0 never felt too good for us.

Searching a bit it doesn’t seem an easy thing to fix on your side. Apparently it’s not just Corona apps, but all apps, it’s just that most of the apps we tried out make sure to work based on time rather than frame (while most Corona apps we tried don’t do that). Also, there doesn’t seem to be an API in the android sdk to detect if power saving is active or not.
So we went and implemented a deltaTime system in our Flappy Bird Template, which we then use to multiply all the values we increase on a frame by frame basis, considering 60fps as our proper framerate.
This works, and the app looks smoother even with power saving active, but it would be very nice if we could get the delta time directly in the event table that comes with enterFrame. To avoid the use of globals we need to localize our deltaTime function in each module, and sure it’s not that big of a deal after a while, but having the delta time there would save us an enterFrame event, and a function in our storyboard/composer skeleton. Obviously considering if bridging one more value there doesn’t cause more troubles for performances than our solution.

Searching a bit it doesn’t seem an easy thing to fix on your side. Apparently it’s not just Corona apps, but all apps, it’s just that most of the apps we tried out make sure to work based on time rather than frame (while most Corona apps we tried don’t do that). Also, there doesn’t seem to be an API in the android sdk to detect if power saving is active or not.
So we went and implemented a deltaTime system in our Flappy Bird Template, which we then use to multiply all the values we increase on a frame by frame basis, considering 60fps as our proper framerate.
This works, and the app looks smoother even with power saving active, but it would be very nice if we could get the delta time directly in the event table that comes with enterFrame. To avoid the use of globals we need to localize our deltaTime function in each module, and sure it’s not that big of a deal after a while, but having the delta time there would save us an enterFrame event, and a function in our storyboard/composer skeleton. Obviously considering if bridging one more value there doesn’t cause more troubles for performances than our solution.