ARKit randomly limits frame rate to 30FPS - ios

Every once in a while when I run my ARKit project the frame rate locks to 30FPS. This seems to happen completely by random.
This happens even when the scene is empty and there are no rendering and background processes happening.
After closing Xcode and running the app again a couple times, it goes back to the default 60FPS.
Any idea what this could be?
I'm running on XCode 10.1 and iOS 12.1

It is known bug for iPhone 7/8 in iOS 11/12. Most people from forums say that sometimes iPhone seems to get stuck at 30 fps and only restart cures its weird issue.
Also, this bug happens when you use Unity's building blocks for ARKit. Currently there is no explanation why this is happening. Let's wait for new updates of Xcode, ARKit and iOS.
Hope this helps.

Related

SpriteKit performance drop when frame rate set to 60hz but NOT when 120hz on iPhone 13

I've updated my SpriteKit game to iOS 15 and, when testing on an iPhone 13 Pro, I've discovered frame rate has steadily dropped to around 55-56fps on this device:
However, when I set preferredFramesPerSecond to 120 (and the respective Info.plist key to allow it), everything keeps up at 120fps, no problem:
So, clearly my update logic is executing well within the allotted time to maintain 60fps. Also, there's no issue maintaining 60fps on the simulator or my other test devices (iPhone 12 Pro, iPhone X, 1st gen. iPhone SE).
This one has me scratching my head. Has anyone experienced this?
Thanks!
Edit #1: Interestingly, I can reproduce the same behavior on my build just by limiting the frame rate in iOS’ Accessibility settings:
This is no longer an issue for me. It looks like one of the Xcode or iOS updates took care of it. Not sure which.

ARKit 2 freezes: a bug or my misfortune?

Is it just me who experiences the whole scene freezing in ARKit on iOS 12? It usually happens when you use the app for too long in a space that generates too dense point cloud. After certain amount of time, the whole picture starts to lag and then would stop moving at all, until you cover the camera, or turn it away from your objects, or reset AR session.
Since I have updated to iOS 12, I started to experience this issue, but I searched a few forums to see if someone else got this problem and couldn’t find anyone. I wonder if it’s just me, or is it a common bug?
UPD: iOS 12 beta 2 - the issue still persists
Are you still having the problem? I faced a much worse problem today after upgrading to Xcode10 and iOS 12. I was so crushed when all my ARKit 1.5 projects faced freezing after the first frame was captured from the start.
I managed to solve it by changing project setting, the Deployment Target under General to 12.0. I restarted Xcode just to be sure. All my ARKit projects work now.
I hope this helps, if I find more issues with image recognition freezing on iOS 12 I will mark them here.

How to debug multiple scenes loading at the same time in unity?

We have a really weird bug in out game where when we upload it into Beta and send it out through test flight, so phones play the game as intended and other phones have a weird issue pictured below:
From the image you can see the problem. One it does a ghosting type of thing with the characters as they move. Two, it acts like no scene is actually closing, but keeps stacking them on top of each other.
This problem does not occur on iPhone 6s or iPad Pro. It also doesn't occur on Android. We have only seen it on 5S and iPads.
We have looked at versions and that doesn't seem to be an issue either. We are using Unity 5.3 for this build (we reverted to this build as we felt it was the most stable, just to make sure that wasn;t an issue)
Anyone have an idea of what could be causing this problem?
Keep in mind that the things that are being seen are in different scenes.
in your camera settings you probably set clear flags to Dont clear set it to Depth only

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If I track CPU time in Instruments, 50s of real time shows as below 0.5s of CPU time for my app.
What's going on? (El Cap, Xcode 7.1, all iOS versions, all devices)
I run Better Snap Tool for window management. Quitting this app (or disabling it from interacting with the simulator) fixes the problem immediately, even if the sim is in the middle of a freeze. No idea why, but Better Snap Tool appears to be interfering with iOS Simulator's use of the GPU.

iPhone App Running Slower on Simulator

I am currently working on an iPhone app where I use 2 main timers that make the game work as one piece. The only problem I've encountered so far is that when I run it on the iOS Simulator from Xcode the game seems to lag a bit, and all of the animations run slower. I'm not sure if this is a memory issue, but isn't the iOS Simulator supposed to run just as smooth as the iPhone? When I run it on my iPod Touch 4th Generation, I don't encounter this problem. Is there a way I can fix this, or does anyone know why this happens?
The frameworks are designed to work with specific hardware on device for graphics acceleration. This is not present in the simulator, so you'll see diminished performance on graphics-intensive applications. You might however see increased performance in the simulator in non-graphics related areas. The bottom line is always test on real hardware - the simulator is just a convenience.

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