OpenGL ES iOS tearing/flickering - ios

I've looked around and none of the fixes for this type of issue is working on my particular OpenGL app. The problem is I get some type of artifacts/tearing/flickering on the model I'm rendering. The model is built up of small squares next to each other and the flickering is shown between these where there are glimpses of the background even though they are side to side. The problem is NOT showing on the iOS simulator but only on devices (I use an iPhone 5 and an iPad 4th Gen). I've tried the kEAGLDrawablePropertyRetainedBacking setting both ways without luck. Any ideas?

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React Native, Performance issue - iPhone 7 plus and iPhone 8 plus

I am facing a performance issue in the app that I am working on. Would appreciate any help or suggestion.
The issue is only noticed in iPhone 7&8 plus models. Seem to work as expected(without noticeable lag) in other iPhone models and Android.
The app has a Tab Navigator as main launching screen, the third tab, sensors, renders a section list and also does little heavy lifting, in the sense, formatting and rendering the row.
Yet I assume it is not much of work, as it seem to work fine in almost all devices except two models - iPhone7+ and iPhone8+
In those two devices alone, what I understand is the JSThread is getting too busy that the UI is frozen! The List scroll works just fine(Main thread free), but none of the touchable is responding.(until after JSThread is free - really long delay)
When the app works just fine in all other devices, why could this happen in those models alone? Have anyone faced anything similar in these models?
Attaching the behaviour while running the app in iPhone 5s and iPhone 7 plus.
While running in iPhone 5s
While running in iPhone 7plus
Thanks!!

SpriteKit game deployed from TestFlight may not display correct on iPhones

I’m having an issue with games I’ve been developing for iOS using SpriteKit
The issue deals with when the games are deployed through TestFlight and installed on iPhone devices.
On some phones the games will not display correctly. They will appear zoomed in from the center and be clipped at the edges.
Here is a screen shot (taken from an iPhone 6) of what one of the games is supposed to look like:

Here is what the game can look like when it is clipped (screen shot taken from an iPhone X):

I have three iPhone devices I’ve been using for testing:
iPhone 5 running iOS 10.3.3
iPhone 6 running iOS 11.2.1
iPhone 8 running iOS 11.2.1
On all three of these devices the game displays correctly whether I install the game through TestFlight or deploy directly from Xcode.
I also have a tester who has an iPhone 7 Plus running iOS 11, and games installed from TestFlight on his device display correctly as well.
And, of course, the games display fine in all versions of the IOS simulator I’ve used for testing and debugging,
At one point I was able to have temporary access to an iPhone 6s that was having the problem. I could not find any change I could make in SpriteKit that would allow the game to display correctly. Furthermore the View Debugging feature of Xcode indicated everything was fully visible on the screen when it was clearly clipped on the device.
Also, for another user, I was able to get the game to display correctly by having them perform a factory reset of the phone in reinstalling a backup
All of this seems to indicate the problem does not lie with the code for the games, and is rather some physical problem with the phones themselves.
It is also very confusing, and I’m unclear about the cause and how to fix it.
At any rate, this does not appear to be a problem I can solve from my end of things, and I feel that I may need to reach out to Apple for help, only I’m unsure of the best way to go about this.
I don’t know if I could try logging a bug report, as I do not have clear steps on how to reproduce the problem.
I’m wondering if there is anyone I can contact through my developer account that I have that could help to troubleshoot this issue.
What suggestions do people have for dealing with this problem?

Modal ViewController Appearing Black in Xcode 9 Beta 4 on Multiple iOS Versions

I'm writing my app using Xcode 9 beta 4 and I'm randomly getting a black screen whenever my modal pops up. I've tried various ways to fix it and I was wondering if any of you have suggestions. Right now I just use the basic '[self performSegueWithIdentifier:#"toVC" sender:nil];' and I've got the segue and such setup properly. The biggest issue is that it's seemingly random! As in sometimes the view loads perfectly fine and sometimes it just loads black.
The black image
I have absolutely zero idea why this is happening. I've tested on the iOS 10.0 simulator and the iOS 11.0 beta 4 simulator and it happens in both places. If any of you have any insight as to why this is happening then please let me know.
Release notes:
Simulator devices will show as all black on some hardware. (32436030)
Workaround:
defaults write com.apple.CoreSimulator.IndigoFramebufferServices FramebufferRendererHint 1
to force use of Metal. If that doesn't work, try 2 (force use of OpenCL).
from Apple Dev Forums

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

Swift SK game works correctly in simulator, labels missing in physical iPhone 5S (both iOS8)

I'm writing a game using sprite kit, first time so mistakes are inevitable :)
So running it in the simulator when certain events happen it's quite laggy (fps drops to 11 or less).
So I decided to see what happens on a real iPhone 5S.
Things run a little better: still lags at those events but not as badly.
However quite a few of my labels are missing: they appear fine in the Simulator but are completely missing in the physical device (just empty space where they should be).
Running ios8 in the simulator (5S) and on the 5S, code written in Swift.
Any hints at what I should look at?
Well, first you should try to isolate the problem. Try and see if the labels are indeed hidden or if they are behind a view. Download a hierarchy viewer such as Reveal App and try and find the UILabels. If they exist in both, the hierarchy viewer and the Simulator but not the physical iOS device, try and upload it to a different device. If it happens on the other device too, something is wrong with your code. We cant help unless we have something to work with. I recommend looking at https://stackoverflow.com/help/mcve to help with writing good questions.

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