Hardware

RSS for tag

Delve into the physical components of Apple devices, including processors, memory, storage, and their interaction with the software.

Posts under Hardware subtopic

Post

Replies

Boosts

Views

Activity

MacBook Pro m5 can’t recognize two external monitors with same EDID binary serial (only one works at a time)
My MacBook Pro M5 running MacOS Tahoe 26.3 beta fails to detect two identical ASUS ROG Swift OLED PG32UCDM monitors simultaneously. Only one display is recognized at a time. One potential root cause might be that both monitors report identical binary EDID serial numbers (0x01010101), and the MacBook Pro M5 appears to use this value exclusively for display identity rather than combining it with other more detailed information (e.g., port, or alphanumeric serial number). I've verified that the monitor EDID binary serial numbers are in fact identical -- however the alphanumerical serial numbers are not identical. NOTE: This behavior is specific to the MacBook Pro M5 — when connecting both monitors via usb-c to a Mac Mini M4 Pro running the same MacOS Tahoe 26.3 beta, the monitors work fine. The OS detects both and assigns different names to them (PG32UCDM (1) and PG32UCDM (2)). NOTE: I could be wrong about this root cause, I don't have a way to disprove it, though the fact the monitors work fine on a Mac Mini is suspicious. What I have tried: Connecting the two monitors using different monitor ports (one on DisplayPort, another on HDMI, etc.), and different MacBook ports (one on HDMI, another on USB-C, etc.) Bumping down the resolution on the monitors to "1920x1080 (low resolution)" and 30Hz to rule out bandwidth issues. Connecting one, or both, monitors to CalDigit TS5 Plus dock. Neither alternate configuration yields the device recognizing both screens. Using BetterDisplay to import a manually-edited EDID for the screen, with a different binary EDID value, manufacturer name, etc. I've also verified that if I plug in my Apple Studio Display as one of the monitors, then the MacBook recognizes both one of the PG32UCDM monitors and the Studio Display at the same time. The issue seems to occur only when both monitors plugged into it are the same PG32UCDM model. When I have both monitors plugged into my MacBook, each time I disconnect the cable to whichever monitor is currently recognized, it immediately recognizes the other monitor. Plugging the cable for the disconnected monitor back in has no effect. I'm at a loss. Has anyone run into this issue and found a successful workaround that is not one of the approaches I've described above?
19
0
1.1k
1d
M5 Pro DCP bandwidth allocation: asymmetric 27,400/13,700 Mbps split between dispext0/dispext1 on dual 5K configuration
Filing this for engineering visibility and to ask whether the observed behavior matches expected M5 Pro DCP architecture. FB22701284 contains full sysdiagnose and supporting data. Hardware Configuration MacBook Pro 16-inch (Mac17,8) M5 Pro chip, 18-core CPU 64GB unified memory (highest M5 Pro memory tier) 1TB SSD macOS Tahoe 26.4.1 (build 25E253) AppleDCP-1041.100.97~429-t605xdcp.RELEASE Display Configuration Two identical LG UltraGear 27GM950B monitors: 27" Mini LED panels, native 5120x2880 DisplayPort 2.1 UHBR20 (80 Gbps capable) 165Hz native refresh, HDR-capable Connection topology (all third-party display software removed for clean test): Mac TB5 port 1 → Silkland DP80 USB-C cable (VESA-certified) → Monitor #1 USB-C input Mac TB5 port 2 → Silkland DP80 USB-C cable (VESA-certified) → Monitor #2 USB-C input DisplayLink Manager fully uninstalled No dock, no MST hub, no signal converters Apple Specification Context Per the MacBook Pro user guide, M5 Pro supports dual displays at 5K@120Hz (support.apple.com/guide/macbook-pro/apd8cdd74f57/mac), with the documented instruction to "connect the display with the highest resolution first." Observed Behavior Solo connection (either monitor) Either monitor in isolation: 5120x2880 @ 144Hz, Maximum Source Bandwidth 27,400 Mbps, 10-bit, HDR enabled. Dual connection (BetterDisplay 4.3.3 diagnostic) Monitor on dispext0@B0000000: 5120x2880 @ 144Hz, Maximum Source Bandwidth: 27,400 Mbps, HDR enabled Monitor on dispext1@90000000: Degraded from native 5K, Maximum Source Bandwidth: 13,700 Mbps, HDR disabled The 27,400/13,700 split is deterministic and follows connection order. Hardware substitution (cables, ports, monitor positions) confirmed the allocation follows position in connection order, not specific hardware. Each monitor achieves full 27,400 Mbps when solo. Per-pipe budget structure exposed in BetterDisplay 4.3.3 Recent BetterDisplay versions expose allocation limits in display reports: Allocation limits - horizontal: 3360, 3840 pixels HiDPI (6720, 7680 pixels LoDPI) Allocation limits - vertical: 2304 pixels HiDPI (4608 pixels LoDPI) This matches the per-sub-pipe budget structure documented in third-party M5 Max DCP firmware analysis, where M5 Max shows MaxSrcRectWidthForPipe = (6720, 7680, 7680, 7680). M5 Pro appears to expose only two values (6720, 7680). WindowServer assertion failure WindowServer crash on 2026-05-16 with assertion failure in the function calculating per-pipe maximum source rectangle widths: Thread 16 Crashed: com.apple.coreanimation.render-server CA::WindowServer::AppleDisplay::max_src_rect_width_by_pipes(unsigned char) const + 92 CA::WindowServer::AppleDisplay::max_src_rect_pixels() const + 60 CA::WindowServer::Server::get_display_info() + 1812 Exception: EXC_CRASH (SIGABRT), Abort trap 6. This is the same function third-party DCP firmware analysis identifies as governing the per-sub-pipe budget calculation. Reference to Existing Thread Apple CoreOS DTS Engineer Kevin Elliott in thread 814201 (https://developer.apple.com/forums/thread/814201) described M5 MacBook Pro display architecture: "Driving the display at 240Hz require both of the two display 'pipes' and the system ends up allocating both pipes to the first monitor it discovers. That prevents it from lighting up the second monitor, as there isn't currently any way for software to shift allocations of display pipes between machines." That thread addressed a single-display 4K@240Hz scenario where the second display failed to initialize. The underlying allocation mechanism (first-come-first-served pipe assignment, no dynamic reallocation) appears consistent with the dual-display configuration I'm observing, with the manifestation differing (both displays initialize but the second is bandwidth-constrained rather than absent). Specific Technical Questions Is the 27,400/13,700 Mbps asymmetric allocation observed on dual 5K configurations the expected manifestation of the two-pipe architecture described in thread 814201, or a distinct allocation policy specific to dual-display scenarios? The advertised dual 5K@120Hz capability requires approximately 28 Gbps per stream. The observed allocation appears insufficient to drive both displays at this specification simultaneously. Is there a configuration approach that allows both displays to receive adequate bandwidth allocation? Multiple sources document that M5 Max has more display engine output channels than M5 Pro. Is the architectural difference between M5 Pro and M5 Max sub-pipe count (per the BetterDisplay allocation limits and third-party firmware analysis) the underlying explanation for the differential dual-display capability? The WindowServer assertion failure in max_src_rect_width_by_pipes() — is this a known edge case for dual high-bandwidth display configurations on M5 Pro, or should this be filed as a separate issue from the bandwidth allocation behavior? Supporting Data Available BetterDisplay 4.3.3 diagnostic reports for both monitors WindowServer crash report (2026-05-16) ioreg output showing DCP unit assignments sysdiagnose attached to FB22701284 Happy to provide additional FB tickets with focused diagnostic captures if specific data would help engineering investigation.
7
0
155
4d
ESP32 USB-C to iPhone 16 USB-C communication
Hi everyone, I am seeking clarification regarding the communication capabilities between an ESP32 microcontroller and Apple's latest devices, specifically the iPhone 16 Pro Max and iPad Pro, both equipped with USB-C ports. Background: MFi Certification: Historically, establishing communication between external devices and iOS devices required MFi (Made for iPhone/iPad) certification. But I remember this being necessary in the Lightning Cable to USB era. With the introduction of USB-C ports in recent iPhone and iPad models, there is an indication that MFi certification may no longer be necessary for certain peripherals. Perhaps I'm not confident on the terminology here: https://mfi.apple.com/en/who-should-join Project Requirements: I am working on a sensor research project that necessitates the collection of low-latency time-series data from an ESP32 microcontroller, which features a USB-C port. The data needs to be transmitted to an iPhone 16 Pro Max or iPad Pro. Bluetooth communication has proven insufficient due to its limited data transfer rates (~1.2 Mbps with L2CAP). While NEHotspot could be an alternative, it restricts the iPad's internet connectivity. Therefore, establishing a direct USB-C connection between the ESP32 and the iOS device appears to be the most viable solution. Questions: MFi Certification Necessity: Is MFi certification still required for an ESP32 microcontroller to communicate with iPhone 16 Pro Max or iPad Pro via USB-C? USB-C Communication Support: Do the iPhone 16 Pro Max and iPad Pro natively support serial communication over USB-C with microcontrollers like the ESP32? If not, are there recommended protocols or interfaces to facilitate this communication? App Development Considerations: Would developing a custom iOS application be necessary to handle data transmission from the ESP32 over USB-C? If so, are there specific APIs or frameworks provided by Apple to support this functionality? Data Transfer Rates: Considering the need for high-speed data transfer, are there any limitations or considerations regarding the data transfer rates achievable through a USB-C connection between the ESP32 and iOS devices? Thank you!
5
1
1.9k
1w
BLE Mouse pointer is not working as expected in iOS 26.4.2
We were using a BLE mouse with HID command in iOS device, mainly iPhone device and we can use the mouse pointer using the assistive touch . But when we updated the iOS version to iOS 26.4.2 , the mouse pointer become very slow and jumpy. So something changed in the latest version that hurt the BLE mouse pointer Please update your feedback or similar issues
0
0
155
2w
MagSafe LED does not reflect user-defined charging limit (optimized battery charging)
I recently noticed a UX inconsistency while using the battery charge limit feature on my MacBook with a MagSafe charger. With the optimized charging feature, users can set a custom maximum charging limit (for example, 95%) to improve battery health. However, the MagSafe LED indicator continues to show the charging state (amber) even after the device reaches this user-defined limit. Previously, the LED would turn green when charging reached 100%, clearly indicating a “fully charged” state. But now, when charging stops at a user-defined limit, there is no clear visual feedback that charging has effectively completed based on the user’s preference. This creates confusion, as the LED suggests that charging is still ongoing even though the system has stopped charging at the configured limit. A possible approach to improve this could be to treat the user-defined limit as an effective “fully charged” state during charging. For example: if is_charging: if battery_percentage < user_defined_limit: LED = AMBER else: LED = GREEN This would align the physical LED indicator with the system’s charging behavior and improve clarity for users without requiring hardware changes. Has anyone else observed this behavior, or is there any existing workaround?
5
0
466
3w
EAAccessoryManager Crash when selecting accessory from picker while multiple accessories are present
The app crashes when using EAAccessoryManager.showBluetoothAccessoryPicker(withNameFilter:) to connect to a Bluetooth accessory in a multi-accessory scenario. The crash occurs immediately after selecting an accessory from the picker UI. Steps to Reproduce: Ensure a Bluetooth accessory (Accessory A) is already connected to the iPhone/iPad and is visible in Bluetooth settings. Launch the app. Initiate a connection flow that presents the Bluetooth accessory picker using EAAccessoryManager.showBluetoothAccessoryPicker(withNameFilter:). Ensure another compatible accessory (Accessory B) is available and visible in the picker. Select Accessory B from the picker to connect. After connection, simulate a disconnect of Accessory B (e.g., power cycle or remove battery). Attempt to reconnect Accessory B by triggering the same picker flow again. Select Accessory B from the picker. Result: The accessory connects successfully at the system level. The app crashes immediately after selecting the accessory from the picker (during dismissal). Reproducibility: Occurs consistently under the described multi-accessory scenario. Not observed when only a single accessory is present.
5
0
332
3w
HomeKit Firmeware Update Characteristics
Is there any information available on how developers can implement the "Firmware Update Readiness" and/or "Firmware Update Status" characteristics in HomeKit? Many consumer devices support this (showing an "update available" icon), however, there appears to be nothing in the documentation about this characteristic, and it is not listed as an option in the HomeKit Accessory Simulator. Thanks in advance!
1
0
253
3w
Core NFC on iPhone returns “Sandbox restriction” when starting NFCNDEFReaderSession with Personal Team / free account
Hi, I am trying to build a very simple iOS app in Xcode that starts an NFCNDEFReaderSession when I press a button. My goal right now is only to verify that the NFC reading process starts correctly on a real iPhone. I am not trying to publish the app on the App Store. When I try to start the session, I get this error in the console: -[NFCHardwareManager areFeaturesSupported:outError:]:435 XPC Error: Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service named com.apple.nfcd.service.corenfc was invalidated: Connection init failed at lookup with error 159 - Sandbox restriction." UserInfo={NSDebugDescription=The connection to service named com.apple.nfcd.service.corenfc was invalidated: Connection init failed at lookup with error 159 - Sandbox restriction.} and then my app reports that NFC is not available on this device. Important details: I added Near Field Communication Tag Reading in Signing & Capabilities. I added the NFC privacy usage description in the target settings. I am using automatic signing. I am not using an Apple Developer Program paid account. I am using a Personal Team / free account. I should also mention that I am not experienced with Swift/iOS development, so I may be missing something basic in the setup. My question is: Is this expected when using a Personal Team / free account, or is there some configuration issue I should still check? I am happy to provide any additional information needed
0
0
218
Apr ’26
Wallet no longer appear near iBeacon
Hello, We are testing Wallet passes with iBeacons in iOS 26 Beta. In earlier iOS releases, when a device was in proximity to a registered beacon, the corresponding pass would surface automatically. In iOS 26 Beta, this behavior no longer occurs, even if the pass is already present in Wallet. I have not found documentation of this change in the iOS 26 release notes. Could you please confirm whether this is expected in iOS 26, or if it may be a Beta-specific issue? Any pointers to updated documentation would be appreciated. Thank you.
6
3
663
Apr ’26
DJI DNG
DJI's DNG files display abnormally in the Apple Photos app on iOS devices, with dark areas showing as very black, but the same files appear normal in Photoshop. I'm curious about what causes this issue.
1
0
215
Apr ’26
Matter.framework without HomeKit: What entitlements are needed for BLE commissioning in a production app?
Hi everyone, I'm developing a standalone Matter controller app on iOS 18+ using Apple's Matter.framework directly — without integrating with Apple Home or HomeKit. We manage our own Matter fabric and handle the full commissioning flow ourselves. Current setup: BLE-based Matter device discovery and commissioning via Matter.framework Own fabric management (not adding devices to Apple Home) During development, we rely on the "Bluetooth Central Matter Client Developer Mode" profile to enable BLE access The challenge: As we approach our App Store release, we need end users to be able to commission Matter devices without installing any developer profiles. I'm trying to figure out the correct entitlement path for a non-HomeKit Matter controller app in production. Questions: Which entitlements are required for a third-party Matter controller app using Matter.framework directly (not via HomeKit) to work in production? Is there a formal entitlement request process for something like com.apple.developer.matter.allow-setup-payload? If so, where do we initiate it? Are there additional program memberships or certifications required beyond the standard Apple Developer Program membership? We've gone through the Matter framework documentation and relevant WWDC sessions but haven't found a clear answer specifically for non-HomeKit standalone Matter controller apps. Would appreciate any input from Apple staff or developers who've shipped a similar app. Happy to provide more details if needed. Tagging for visibility: @Apple or relevant team — this involves a non-HomeKit Matter.framework usage pattern and entitlement approval process.
1
0
296
Apr ’26
NSLocalizedDescription = \"Peer removed pairing information\";
After hardware and mobile phone hid mode pairing, the first connection is successful, after a while disconnect and reconnect,APP monitoring Bluetooth error NSLocalizedDescription = "Peer removed pairing information"; Failed to connect Hardware engineers detect the pairing information and find that the local pairing information of the iPhone has changed, which is a non-mandatory phenomenon
3
0
400
Apr ’26
HomeKit support on MacOS
I am currently developing an app for MacOS that needs to control HomeKit devices like lights. However, it seems like MacOS is supported on the official documentation, but not when I try to create an app ID on developer.apple.com. On the link https://developer.apple.com/apple-home/, MacOS is clearly showed as supported for MacOS. But when I try to create an app ID, it shows that it is only compatible for iOS, VisionOS and WatchOS. Could this be clarified? Best regards, orangeidle25
2
0
373
Apr ’26
EASession(accessory:forProtocol:) always returns nil — MFI accessory iAP2
EASession(accessory:forProtocol:) always returns nil — MFI accessory iAP2 Platform: iOS 17+ | Hardware: Custom MFI-certified accessory (USB-C, iAP2) | Language: Swift Problem We have a custom MFI-certified accessory communicating over USB-C using ExternalAccessory. The app calls EASession(accessory:forProtocol:) after receiving EAAccessoryDidConnect but it always returns nil. We never get past session creation. What we have verified We captured a sysdiagnose on-device and analysed the accessoryd-packets log. The full iAP2 handshake completes successfully at the OS level: USB attach succeeds MFI auth certificate is present and Apple-issued Auth challenge and response complete successfully IdentificationInformation is accepted by iOS — protocol string and Team ID are correct EAAccessoryDidConnect fires as expected iOS sends StartExternalAccessoryProtocolSession — the OS-level session is established So the hardware, MFI auth, protocol string, and Team ID are all correct. Despite this, EASession(accessory:forProtocol:) returns nil in the app. We also confirmed: Protocol string in UISupportedExternalAccessoryProtocols in Info.plist matches the accessory exactly Protocol string in code matches Info.plist App entitlements are correctly configured EAAccessoryManager.shared().registerForLocalNotifications() is called before connection Current connection code @objc private func accessoryDidConnect(_ notification: Notification) { guard let accessory = notification.userInfo?[EAAccessoryKey] as? EAAccessory else { return } DispatchQueue.main.asyncAfter(deadline: .now() + 1.0) { self.tryConnectToAccessory() } } private func tryConnectToAccessory() { DispatchQueue.main.asyncAfter(deadline: .now() + 3.0) { for accessory in EAAccessoryManager.shared().connectedAccessories { let session = EASession(accessory: accessory, forProtocol: "") // session is always nil here } } } Questions The packet log shows a ~4 second gap between EAAccessoryDidConnect firing and iOS internally completing session readiness (StartExternalAccessoryProtocolSession). Is there a reliable way to know when iOS Is it actually ready to grant an EASession, rather than using a fixed delay? Is there a delegate callback or notification that fires when the accessory protocol session is ready to be opened, rather than relying on EAAccessoryDidConnect + an arbitrary delay? Are there any known conditions on iOS 17+ under which EASession returns nil even though the iAP2 handshake completed successfully at the OS level? Is retrying EASession after a nil result a supported pattern, or does a nil result mean the session will never succeed for that connection? Any guidance appreciated.
8
0
630
Apr ’26
Detect hardware keyboard with SwiftUI
In an application we are developing, we would like to show a (non-interactable) textfield when a hardware keyboard is connected to the iPad. Therefore my question: Using SwiftUI, is it possible to detect the presence of a hardware keyboard and store that state inside a boolean like isHardwareKeyboardConnected?
1
0
317
Apr ’26
EADemo Not Sending/Recieving Session Packets
Hi, We are currently in the process of getting an custom iAP2 device communicating via USB-C. We have been using the 'EADemo' app as a test app to ensure full function before certification. Currently, the device completes the authentication and identification successfully. The device appears within the 'EADemo' app, and we are able to select it and see the available protocol. Selecting the protocol sends the EAStartSession command to the accessory and we ACK it. This is where the issues begin. Attempting to send either a string or hex packet results in nothing being sent. The app does not appear to attempt to send a packet when these are pressed. The 'EADemo' app also does not increment its receive counter when the accessory sends an EA packet, but we do receive the ACK from the device. This indicates the device is receiving the packet, but not processing it in app. Sending the EASessionStatus from the accessory with a status of okay does not change the behavior. Sending the EASessionStatus packet from the accessory with a status of closed results in the device sending an EAStopSession packet. The issue does not appear to be with the accessory or the underlying transport layer. Previous attempts to contact MFi support resulted in them referring me to developer support. Are there any known issues within the 'EADemo' app that we should know about/and or need to fix? Does Apple have any other EA example application? Are there any other publicly avalilbe EA examples that Apple would recommend us trying? Thanks, Mike
1
0
250
Apr ’26
Core Bluetooth Events when enabling State Restoration
Hello dear Apple Platform Engineers, I'm working on an iOS App that connects to a Bluetooth Low Energy Peripheral in the foreground. Whenever the App moves into Background, we want to continue syncing data & therefore implemented State Restoration to be informed about Discovery, Connect, Disconnect or Characteristic changes in the Background in order to wake the App up whenever it was "Terminated due to memory issue". I consulted https://developer.apple.com/library/archive/documentation/NetworkingInternetWeb/Conceptual/CoreBluetooth_concepts/CoreBluetoothBackgroundProcessingForIOSApps/PerformingTasksWhileYourAppIsInTheBackground.html#//apple_ref/doc/uid/TP40013257-CH7-SW1 for this & assigned: CBCentralManagerOptionRestoreIdentifierKey Reinstantiate the dedicated CentralManager & implemented the centralManager(_ central: CBCentralManager, willRestoreState dict: [String : Any]) Delegate Additionally, I assigned the following keys on connect(_ peripheral: CBPeripheral, options: [String : Any]? = nil) CBConnectPeripheralOptionNotifyOnConnectionKey CBConnectPeripheralOptionNotifyOnDisconnectionKey CBConnectPeripheralOptionNotifyOnNotificationKey However, from my experience the App gets woken up, but neither the willRestoreState nor the didDiscover, didConnect or didDisconnectPeripheral is called even though launchOptions?[UIApplication.LaunchOptionsKey.bluetoothCentrals] as? [String] is not empty. What might I be missing when trying to make this approach work? Thanks a lot for any insights & support!
3
0
590
Apr ’26
iPadOS problem with camera focus
After update to ipad OS 26.4 or latest 26.3., we’ve been experiencing issues with focusing. We have an app that scans 1x1 cm QR or DataMatrix codes from a distance of 10–20 cm, and users across different devices (ipad 9 and 10) are reporting problems. I didn’t find anything related to the camera in the version changelog, but users from various places are reporting problem with camera.
0
0
407
Mar ’26
[Matter] Device cannot be commissioned to Google Home through iOS
Hi, We are facing the issue of commissioning our Matter device to google home through iOS device will be 100% failed. Here is our test summary regarding the issue: TestCase1 [OK]: Commissioning our Matter 1.4.0 device to Google Nest Hub 2 by Android device (see log DoorWindow_2.0.1_Google_Success.txt ) TestCase2 [NG]: Commissioning Matter 1.4.0 device to Google Nest Hub 2 by iPhone13 or iPhone16 (see log DoorWindow_2.0.1_Google_by_iOS_NG.txt ) TestCase3 [OK]: Commissioning our Matter 1.3.0 device to Google Nest Hub 2 by iPhone13 In TestCase2, we noticed that device was first commissioned to iOS(Apple keychain) then iOS opened a commissioning window again to commission it in Google’s ecosystem, and the device was failed at above step 2, so we also tried: Commissioning the device to Apple Home works as expected, next share the device to Google Home app on iOS, this also fails. Commissioning the device to Apple Home works as expected, next share the device to Google Home app on Android, this works as expected and device pops up in Google home of iOS as well. Could you help check what's the issue of TestCase2? Append the environment of our testing: NestHub 2 version Google Home app version
4
1
406
Mar ’26
MacBook Pro m5 can’t recognize two external monitors with same EDID binary serial (only one works at a time)
My MacBook Pro M5 running MacOS Tahoe 26.3 beta fails to detect two identical ASUS ROG Swift OLED PG32UCDM monitors simultaneously. Only one display is recognized at a time. One potential root cause might be that both monitors report identical binary EDID serial numbers (0x01010101), and the MacBook Pro M5 appears to use this value exclusively for display identity rather than combining it with other more detailed information (e.g., port, or alphanumeric serial number). I've verified that the monitor EDID binary serial numbers are in fact identical -- however the alphanumerical serial numbers are not identical. NOTE: This behavior is specific to the MacBook Pro M5 — when connecting both monitors via usb-c to a Mac Mini M4 Pro running the same MacOS Tahoe 26.3 beta, the monitors work fine. The OS detects both and assigns different names to them (PG32UCDM (1) and PG32UCDM (2)). NOTE: I could be wrong about this root cause, I don't have a way to disprove it, though the fact the monitors work fine on a Mac Mini is suspicious. What I have tried: Connecting the two monitors using different monitor ports (one on DisplayPort, another on HDMI, etc.), and different MacBook ports (one on HDMI, another on USB-C, etc.) Bumping down the resolution on the monitors to "1920x1080 (low resolution)" and 30Hz to rule out bandwidth issues. Connecting one, or both, monitors to CalDigit TS5 Plus dock. Neither alternate configuration yields the device recognizing both screens. Using BetterDisplay to import a manually-edited EDID for the screen, with a different binary EDID value, manufacturer name, etc. I've also verified that if I plug in my Apple Studio Display as one of the monitors, then the MacBook recognizes both one of the PG32UCDM monitors and the Studio Display at the same time. The issue seems to occur only when both monitors plugged into it are the same PG32UCDM model. When I have both monitors plugged into my MacBook, each time I disconnect the cable to whichever monitor is currently recognized, it immediately recognizes the other monitor. Plugging the cable for the disconnected monitor back in has no effect. I'm at a loss. Has anyone run into this issue and found a successful workaround that is not one of the approaches I've described above?
Replies
19
Boosts
0
Views
1.1k
Activity
1d
M5 Pro DCP bandwidth allocation: asymmetric 27,400/13,700 Mbps split between dispext0/dispext1 on dual 5K configuration
Filing this for engineering visibility and to ask whether the observed behavior matches expected M5 Pro DCP architecture. FB22701284 contains full sysdiagnose and supporting data. Hardware Configuration MacBook Pro 16-inch (Mac17,8) M5 Pro chip, 18-core CPU 64GB unified memory (highest M5 Pro memory tier) 1TB SSD macOS Tahoe 26.4.1 (build 25E253) AppleDCP-1041.100.97~429-t605xdcp.RELEASE Display Configuration Two identical LG UltraGear 27GM950B monitors: 27" Mini LED panels, native 5120x2880 DisplayPort 2.1 UHBR20 (80 Gbps capable) 165Hz native refresh, HDR-capable Connection topology (all third-party display software removed for clean test): Mac TB5 port 1 → Silkland DP80 USB-C cable (VESA-certified) → Monitor #1 USB-C input Mac TB5 port 2 → Silkland DP80 USB-C cable (VESA-certified) → Monitor #2 USB-C input DisplayLink Manager fully uninstalled No dock, no MST hub, no signal converters Apple Specification Context Per the MacBook Pro user guide, M5 Pro supports dual displays at 5K@120Hz (support.apple.com/guide/macbook-pro/apd8cdd74f57/mac), with the documented instruction to "connect the display with the highest resolution first." Observed Behavior Solo connection (either monitor) Either monitor in isolation: 5120x2880 @ 144Hz, Maximum Source Bandwidth 27,400 Mbps, 10-bit, HDR enabled. Dual connection (BetterDisplay 4.3.3 diagnostic) Monitor on dispext0@B0000000: 5120x2880 @ 144Hz, Maximum Source Bandwidth: 27,400 Mbps, HDR enabled Monitor on dispext1@90000000: Degraded from native 5K, Maximum Source Bandwidth: 13,700 Mbps, HDR disabled The 27,400/13,700 split is deterministic and follows connection order. Hardware substitution (cables, ports, monitor positions) confirmed the allocation follows position in connection order, not specific hardware. Each monitor achieves full 27,400 Mbps when solo. Per-pipe budget structure exposed in BetterDisplay 4.3.3 Recent BetterDisplay versions expose allocation limits in display reports: Allocation limits - horizontal: 3360, 3840 pixels HiDPI (6720, 7680 pixels LoDPI) Allocation limits - vertical: 2304 pixels HiDPI (4608 pixels LoDPI) This matches the per-sub-pipe budget structure documented in third-party M5 Max DCP firmware analysis, where M5 Max shows MaxSrcRectWidthForPipe = (6720, 7680, 7680, 7680). M5 Pro appears to expose only two values (6720, 7680). WindowServer assertion failure WindowServer crash on 2026-05-16 with assertion failure in the function calculating per-pipe maximum source rectangle widths: Thread 16 Crashed: com.apple.coreanimation.render-server CA::WindowServer::AppleDisplay::max_src_rect_width_by_pipes(unsigned char) const + 92 CA::WindowServer::AppleDisplay::max_src_rect_pixels() const + 60 CA::WindowServer::Server::get_display_info() + 1812 Exception: EXC_CRASH (SIGABRT), Abort trap 6. This is the same function third-party DCP firmware analysis identifies as governing the per-sub-pipe budget calculation. Reference to Existing Thread Apple CoreOS DTS Engineer Kevin Elliott in thread 814201 (https://developer.apple.com/forums/thread/814201) described M5 MacBook Pro display architecture: "Driving the display at 240Hz require both of the two display 'pipes' and the system ends up allocating both pipes to the first monitor it discovers. That prevents it from lighting up the second monitor, as there isn't currently any way for software to shift allocations of display pipes between machines." That thread addressed a single-display 4K@240Hz scenario where the second display failed to initialize. The underlying allocation mechanism (first-come-first-served pipe assignment, no dynamic reallocation) appears consistent with the dual-display configuration I'm observing, with the manifestation differing (both displays initialize but the second is bandwidth-constrained rather than absent). Specific Technical Questions Is the 27,400/13,700 Mbps asymmetric allocation observed on dual 5K configurations the expected manifestation of the two-pipe architecture described in thread 814201, or a distinct allocation policy specific to dual-display scenarios? The advertised dual 5K@120Hz capability requires approximately 28 Gbps per stream. The observed allocation appears insufficient to drive both displays at this specification simultaneously. Is there a configuration approach that allows both displays to receive adequate bandwidth allocation? Multiple sources document that M5 Max has more display engine output channels than M5 Pro. Is the architectural difference between M5 Pro and M5 Max sub-pipe count (per the BetterDisplay allocation limits and third-party firmware analysis) the underlying explanation for the differential dual-display capability? The WindowServer assertion failure in max_src_rect_width_by_pipes() — is this a known edge case for dual high-bandwidth display configurations on M5 Pro, or should this be filed as a separate issue from the bandwidth allocation behavior? Supporting Data Available BetterDisplay 4.3.3 diagnostic reports for both monitors WindowServer crash report (2026-05-16) ioreg output showing DCP unit assignments sysdiagnose attached to FB22701284 Happy to provide additional FB tickets with focused diagnostic captures if specific data would help engineering investigation.
Replies
7
Boosts
0
Views
155
Activity
4d
WatchOS 26.5 Beta
Watch is no longer capturing biometric data. No sleep, HR, or SPO2, steps and activity after downloading 26.5 watchOS beta. Reset watch and was not able to resolve the issue.
Replies
0
Boosts
0
Views
73
Activity
1w
ESP32 USB-C to iPhone 16 USB-C communication
Hi everyone, I am seeking clarification regarding the communication capabilities between an ESP32 microcontroller and Apple's latest devices, specifically the iPhone 16 Pro Max and iPad Pro, both equipped with USB-C ports. Background: MFi Certification: Historically, establishing communication between external devices and iOS devices required MFi (Made for iPhone/iPad) certification. But I remember this being necessary in the Lightning Cable to USB era. With the introduction of USB-C ports in recent iPhone and iPad models, there is an indication that MFi certification may no longer be necessary for certain peripherals. Perhaps I'm not confident on the terminology here: https://mfi.apple.com/en/who-should-join Project Requirements: I am working on a sensor research project that necessitates the collection of low-latency time-series data from an ESP32 microcontroller, which features a USB-C port. The data needs to be transmitted to an iPhone 16 Pro Max or iPad Pro. Bluetooth communication has proven insufficient due to its limited data transfer rates (~1.2 Mbps with L2CAP). While NEHotspot could be an alternative, it restricts the iPad's internet connectivity. Therefore, establishing a direct USB-C connection between the ESP32 and the iOS device appears to be the most viable solution. Questions: MFi Certification Necessity: Is MFi certification still required for an ESP32 microcontroller to communicate with iPhone 16 Pro Max or iPad Pro via USB-C? USB-C Communication Support: Do the iPhone 16 Pro Max and iPad Pro natively support serial communication over USB-C with microcontrollers like the ESP32? If not, are there recommended protocols or interfaces to facilitate this communication? App Development Considerations: Would developing a custom iOS application be necessary to handle data transmission from the ESP32 over USB-C? If so, are there specific APIs or frameworks provided by Apple to support this functionality? Data Transfer Rates: Considering the need for high-speed data transfer, are there any limitations or considerations regarding the data transfer rates achievable through a USB-C connection between the ESP32 and iOS devices? Thank you!
Replies
5
Boosts
1
Views
1.9k
Activity
1w
BLE Mouse pointer is not working as expected in iOS 26.4.2
We were using a BLE mouse with HID command in iOS device, mainly iPhone device and we can use the mouse pointer using the assistive touch . But when we updated the iOS version to iOS 26.4.2 , the mouse pointer become very slow and jumpy. So something changed in the latest version that hurt the BLE mouse pointer Please update your feedback or similar issues
Replies
0
Boosts
0
Views
155
Activity
2w
MagSafe LED does not reflect user-defined charging limit (optimized battery charging)
I recently noticed a UX inconsistency while using the battery charge limit feature on my MacBook with a MagSafe charger. With the optimized charging feature, users can set a custom maximum charging limit (for example, 95%) to improve battery health. However, the MagSafe LED indicator continues to show the charging state (amber) even after the device reaches this user-defined limit. Previously, the LED would turn green when charging reached 100%, clearly indicating a “fully charged” state. But now, when charging stops at a user-defined limit, there is no clear visual feedback that charging has effectively completed based on the user’s preference. This creates confusion, as the LED suggests that charging is still ongoing even though the system has stopped charging at the configured limit. A possible approach to improve this could be to treat the user-defined limit as an effective “fully charged” state during charging. For example: if is_charging: if battery_percentage < user_defined_limit: LED = AMBER else: LED = GREEN This would align the physical LED indicator with the system’s charging behavior and improve clarity for users without requiring hardware changes. Has anyone else observed this behavior, or is there any existing workaround?
Replies
5
Boosts
0
Views
466
Activity
3w
EAAccessoryManager Crash when selecting accessory from picker while multiple accessories are present
The app crashes when using EAAccessoryManager.showBluetoothAccessoryPicker(withNameFilter:) to connect to a Bluetooth accessory in a multi-accessory scenario. The crash occurs immediately after selecting an accessory from the picker UI. Steps to Reproduce: Ensure a Bluetooth accessory (Accessory A) is already connected to the iPhone/iPad and is visible in Bluetooth settings. Launch the app. Initiate a connection flow that presents the Bluetooth accessory picker using EAAccessoryManager.showBluetoothAccessoryPicker(withNameFilter:). Ensure another compatible accessory (Accessory B) is available and visible in the picker. Select Accessory B from the picker to connect. After connection, simulate a disconnect of Accessory B (e.g., power cycle or remove battery). Attempt to reconnect Accessory B by triggering the same picker flow again. Select Accessory B from the picker. Result: The accessory connects successfully at the system level. The app crashes immediately after selecting the accessory from the picker (during dismissal). Reproducibility: Occurs consistently under the described multi-accessory scenario. Not observed when only a single accessory is present.
Replies
5
Boosts
0
Views
332
Activity
3w
HomeKit Firmeware Update Characteristics
Is there any information available on how developers can implement the "Firmware Update Readiness" and/or "Firmware Update Status" characteristics in HomeKit? Many consumer devices support this (showing an "update available" icon), however, there appears to be nothing in the documentation about this characteristic, and it is not listed as an option in the HomeKit Accessory Simulator. Thanks in advance!
Replies
1
Boosts
0
Views
253
Activity
3w
Core NFC on iPhone returns “Sandbox restriction” when starting NFCNDEFReaderSession with Personal Team / free account
Hi, I am trying to build a very simple iOS app in Xcode that starts an NFCNDEFReaderSession when I press a button. My goal right now is only to verify that the NFC reading process starts correctly on a real iPhone. I am not trying to publish the app on the App Store. When I try to start the session, I get this error in the console: -[NFCHardwareManager areFeaturesSupported:outError:]:435 XPC Error: Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service named com.apple.nfcd.service.corenfc was invalidated: Connection init failed at lookup with error 159 - Sandbox restriction." UserInfo={NSDebugDescription=The connection to service named com.apple.nfcd.service.corenfc was invalidated: Connection init failed at lookup with error 159 - Sandbox restriction.} and then my app reports that NFC is not available on this device. Important details: I added Near Field Communication Tag Reading in Signing & Capabilities. I added the NFC privacy usage description in the target settings. I am using automatic signing. I am not using an Apple Developer Program paid account. I am using a Personal Team / free account. I should also mention that I am not experienced with Swift/iOS development, so I may be missing something basic in the setup. My question is: Is this expected when using a Personal Team / free account, or is there some configuration issue I should still check? I am happy to provide any additional information needed
Replies
0
Boosts
0
Views
218
Activity
Apr ’26
Wallet no longer appear near iBeacon
Hello, We are testing Wallet passes with iBeacons in iOS 26 Beta. In earlier iOS releases, when a device was in proximity to a registered beacon, the corresponding pass would surface automatically. In iOS 26 Beta, this behavior no longer occurs, even if the pass is already present in Wallet. I have not found documentation of this change in the iOS 26 release notes. Could you please confirm whether this is expected in iOS 26, or if it may be a Beta-specific issue? Any pointers to updated documentation would be appreciated. Thank you.
Replies
6
Boosts
3
Views
663
Activity
Apr ’26
DJI DNG
DJI's DNG files display abnormally in the Apple Photos app on iOS devices, with dark areas showing as very black, but the same files appear normal in Photoshop. I'm curious about what causes this issue.
Replies
1
Boosts
0
Views
215
Activity
Apr ’26
Matter.framework without HomeKit: What entitlements are needed for BLE commissioning in a production app?
Hi everyone, I'm developing a standalone Matter controller app on iOS 18+ using Apple's Matter.framework directly — without integrating with Apple Home or HomeKit. We manage our own Matter fabric and handle the full commissioning flow ourselves. Current setup: BLE-based Matter device discovery and commissioning via Matter.framework Own fabric management (not adding devices to Apple Home) During development, we rely on the "Bluetooth Central Matter Client Developer Mode" profile to enable BLE access The challenge: As we approach our App Store release, we need end users to be able to commission Matter devices without installing any developer profiles. I'm trying to figure out the correct entitlement path for a non-HomeKit Matter controller app in production. Questions: Which entitlements are required for a third-party Matter controller app using Matter.framework directly (not via HomeKit) to work in production? Is there a formal entitlement request process for something like com.apple.developer.matter.allow-setup-payload? If so, where do we initiate it? Are there additional program memberships or certifications required beyond the standard Apple Developer Program membership? We've gone through the Matter framework documentation and relevant WWDC sessions but haven't found a clear answer specifically for non-HomeKit standalone Matter controller apps. Would appreciate any input from Apple staff or developers who've shipped a similar app. Happy to provide more details if needed. Tagging for visibility: @Apple or relevant team — this involves a non-HomeKit Matter.framework usage pattern and entitlement approval process.
Replies
1
Boosts
0
Views
296
Activity
Apr ’26
NSLocalizedDescription = \"Peer removed pairing information\";
After hardware and mobile phone hid mode pairing, the first connection is successful, after a while disconnect and reconnect,APP monitoring Bluetooth error NSLocalizedDescription = "Peer removed pairing information"; Failed to connect Hardware engineers detect the pairing information and find that the local pairing information of the iPhone has changed, which is a non-mandatory phenomenon
Replies
3
Boosts
0
Views
400
Activity
Apr ’26
HomeKit support on MacOS
I am currently developing an app for MacOS that needs to control HomeKit devices like lights. However, it seems like MacOS is supported on the official documentation, but not when I try to create an app ID on developer.apple.com. On the link https://developer.apple.com/apple-home/, MacOS is clearly showed as supported for MacOS. But when I try to create an app ID, it shows that it is only compatible for iOS, VisionOS and WatchOS. Could this be clarified? Best regards, orangeidle25
Replies
2
Boosts
0
Views
373
Activity
Apr ’26
EASession(accessory:forProtocol:) always returns nil — MFI accessory iAP2
EASession(accessory:forProtocol:) always returns nil — MFI accessory iAP2 Platform: iOS 17+ | Hardware: Custom MFI-certified accessory (USB-C, iAP2) | Language: Swift Problem We have a custom MFI-certified accessory communicating over USB-C using ExternalAccessory. The app calls EASession(accessory:forProtocol:) after receiving EAAccessoryDidConnect but it always returns nil. We never get past session creation. What we have verified We captured a sysdiagnose on-device and analysed the accessoryd-packets log. The full iAP2 handshake completes successfully at the OS level: USB attach succeeds MFI auth certificate is present and Apple-issued Auth challenge and response complete successfully IdentificationInformation is accepted by iOS — protocol string and Team ID are correct EAAccessoryDidConnect fires as expected iOS sends StartExternalAccessoryProtocolSession — the OS-level session is established So the hardware, MFI auth, protocol string, and Team ID are all correct. Despite this, EASession(accessory:forProtocol:) returns nil in the app. We also confirmed: Protocol string in UISupportedExternalAccessoryProtocols in Info.plist matches the accessory exactly Protocol string in code matches Info.plist App entitlements are correctly configured EAAccessoryManager.shared().registerForLocalNotifications() is called before connection Current connection code @objc private func accessoryDidConnect(_ notification: Notification) { guard let accessory = notification.userInfo?[EAAccessoryKey] as? EAAccessory else { return } DispatchQueue.main.asyncAfter(deadline: .now() + 1.0) { self.tryConnectToAccessory() } } private func tryConnectToAccessory() { DispatchQueue.main.asyncAfter(deadline: .now() + 3.0) { for accessory in EAAccessoryManager.shared().connectedAccessories { let session = EASession(accessory: accessory, forProtocol: "") // session is always nil here } } } Questions The packet log shows a ~4 second gap between EAAccessoryDidConnect firing and iOS internally completing session readiness (StartExternalAccessoryProtocolSession). Is there a reliable way to know when iOS Is it actually ready to grant an EASession, rather than using a fixed delay? Is there a delegate callback or notification that fires when the accessory protocol session is ready to be opened, rather than relying on EAAccessoryDidConnect + an arbitrary delay? Are there any known conditions on iOS 17+ under which EASession returns nil even though the iAP2 handshake completed successfully at the OS level? Is retrying EASession after a nil result a supported pattern, or does a nil result mean the session will never succeed for that connection? Any guidance appreciated.
Replies
8
Boosts
0
Views
630
Activity
Apr ’26
Detect hardware keyboard with SwiftUI
In an application we are developing, we would like to show a (non-interactable) textfield when a hardware keyboard is connected to the iPad. Therefore my question: Using SwiftUI, is it possible to detect the presence of a hardware keyboard and store that state inside a boolean like isHardwareKeyboardConnected?
Replies
1
Boosts
0
Views
317
Activity
Apr ’26
EADemo Not Sending/Recieving Session Packets
Hi, We are currently in the process of getting an custom iAP2 device communicating via USB-C. We have been using the 'EADemo' app as a test app to ensure full function before certification. Currently, the device completes the authentication and identification successfully. The device appears within the 'EADemo' app, and we are able to select it and see the available protocol. Selecting the protocol sends the EAStartSession command to the accessory and we ACK it. This is where the issues begin. Attempting to send either a string or hex packet results in nothing being sent. The app does not appear to attempt to send a packet when these are pressed. The 'EADemo' app also does not increment its receive counter when the accessory sends an EA packet, but we do receive the ACK from the device. This indicates the device is receiving the packet, but not processing it in app. Sending the EASessionStatus from the accessory with a status of okay does not change the behavior. Sending the EASessionStatus packet from the accessory with a status of closed results in the device sending an EAStopSession packet. The issue does not appear to be with the accessory or the underlying transport layer. Previous attempts to contact MFi support resulted in them referring me to developer support. Are there any known issues within the 'EADemo' app that we should know about/and or need to fix? Does Apple have any other EA example application? Are there any other publicly avalilbe EA examples that Apple would recommend us trying? Thanks, Mike
Replies
1
Boosts
0
Views
250
Activity
Apr ’26
Core Bluetooth Events when enabling State Restoration
Hello dear Apple Platform Engineers, I'm working on an iOS App that connects to a Bluetooth Low Energy Peripheral in the foreground. Whenever the App moves into Background, we want to continue syncing data & therefore implemented State Restoration to be informed about Discovery, Connect, Disconnect or Characteristic changes in the Background in order to wake the App up whenever it was "Terminated due to memory issue". I consulted https://developer.apple.com/library/archive/documentation/NetworkingInternetWeb/Conceptual/CoreBluetooth_concepts/CoreBluetoothBackgroundProcessingForIOSApps/PerformingTasksWhileYourAppIsInTheBackground.html#//apple_ref/doc/uid/TP40013257-CH7-SW1 for this & assigned: CBCentralManagerOptionRestoreIdentifierKey Reinstantiate the dedicated CentralManager & implemented the centralManager(_ central: CBCentralManager, willRestoreState dict: [String : Any]) Delegate Additionally, I assigned the following keys on connect(_ peripheral: CBPeripheral, options: [String : Any]? = nil) CBConnectPeripheralOptionNotifyOnConnectionKey CBConnectPeripheralOptionNotifyOnDisconnectionKey CBConnectPeripheralOptionNotifyOnNotificationKey However, from my experience the App gets woken up, but neither the willRestoreState nor the didDiscover, didConnect or didDisconnectPeripheral is called even though launchOptions?[UIApplication.LaunchOptionsKey.bluetoothCentrals] as? [String] is not empty. What might I be missing when trying to make this approach work? Thanks a lot for any insights & support!
Replies
3
Boosts
0
Views
590
Activity
Apr ’26
iPadOS problem with camera focus
After update to ipad OS 26.4 or latest 26.3., we’ve been experiencing issues with focusing. We have an app that scans 1x1 cm QR or DataMatrix codes from a distance of 10–20 cm, and users across different devices (ipad 9 and 10) are reporting problems. I didn’t find anything related to the camera in the version changelog, but users from various places are reporting problem with camera.
Replies
0
Boosts
0
Views
407
Activity
Mar ’26
[Matter] Device cannot be commissioned to Google Home through iOS
Hi, We are facing the issue of commissioning our Matter device to google home through iOS device will be 100% failed. Here is our test summary regarding the issue: TestCase1 [OK]: Commissioning our Matter 1.4.0 device to Google Nest Hub 2 by Android device (see log DoorWindow_2.0.1_Google_Success.txt ) TestCase2 [NG]: Commissioning Matter 1.4.0 device to Google Nest Hub 2 by iPhone13 or iPhone16 (see log DoorWindow_2.0.1_Google_by_iOS_NG.txt ) TestCase3 [OK]: Commissioning our Matter 1.3.0 device to Google Nest Hub 2 by iPhone13 In TestCase2, we noticed that device was first commissioned to iOS(Apple keychain) then iOS opened a commissioning window again to commission it in Google’s ecosystem, and the device was failed at above step 2, so we also tried: Commissioning the device to Apple Home works as expected, next share the device to Google Home app on iOS, this also fails. Commissioning the device to Apple Home works as expected, next share the device to Google Home app on Android, this works as expected and device pops up in Google home of iOS as well. Could you help check what's the issue of TestCase2? Append the environment of our testing: NestHub 2 version Google Home app version
Replies
4
Boosts
1
Views
406
Activity
Mar ’26