is there a sleep in lwjgl to graphics card, lwjgl itself is a native library it has .so .dll files, does lwjgl include an option to sleep or halt graphics card from gl11 commands, maybe would be a good idea to do so maybe a 400 ms - 800 ms a second ?
Solution 1: Build an insanely low-level library in C/C++ to query the driver specific commands to measure GPU load, VRAM load and video engine load and adjust the amount the processor sleeps to reduce the load of the game.
Solution 2: Add a CPU sleep. The graphics card can't work faster than the CPU. The slowest one of the two decides the rendering speed.
Solution 3: Add a huge warning stating that the game has a chance to kill you by exploding the user's computer, possibly with (faked) proof to assure the player of the risk he's taking by running your game.
Solution 4: Force the player to run Prime95 and Furmark before starting the game to ensure they have adequate cooling for their CPU and GPU.
The above solutions are jokes. The actual solution is to do nothing.
Sleeping 800ms per frame? Excuse me, but are you insane? Can you picture any 3D game running at 60 FPS at 200/60 = 3.334ms per frame? Most commercial games do much more post-processing than that, and you want to limit the time for each frame to 1/5th of the already low amount of time you have? You have got to be joking.
How does it make sense to not utilize the GPU or CPU fully? Can you picture a car only being able to drive at 1/5th its rated speed? Can you picture a TV that's only 1/5th the resolution it says in the specifications? A box of corn flakes containing only 1/5th the amount of corn flakes it says on the box? Get real. Don't try to solve your user's heat problems and, as Cas says: Make games.