Reduce battery consumption as much as possible

Are there any serious disadvantages to forcing a low frame rate in an iOS game? I only require 5 fps (rendering) as there are no animations or moving objects. The objective is to reduce battery consumption.

Touch needs to be reasonably responsive, graphics change on ‘mouse-down’ / tap-down. It doesn’t matter if there is a small delay before graphics are updated provided the delay is around 1/5 of a second (200ms)

There is no requirement for physics at all (no colliders, no rigidbodies, etc)

I realise that the target fps can now be altered easily sun a script, but are there any adverse effects to lowering to a non standard value?

No, There are no adverse effects, you can very well reduce down the frame rate to 5…

Alternatively you can use Co-routine which can call itself recursively with yield return new WaitforSecond(0.50f) at the beginning and calling the same co-routine at the end of the routine…

The only adverse effect is terrible responsiveness.

New feedback item here:
https://feedback.unity3d.com/suggestions/manually-activated-render-loop-for-lower-power-consumption-on-mobile