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SceneKit Performance Issues with Large Node Counts on iPad (10th Gen, iPadOS 18.3)
We’re developing an iPad application that visualizes 2D and 3D building floor plans, including a mesh network of nodes that control lighting and climate. The node count ranges from 1,000 to 15,000. We’re using SceneKit to dynamically render the floor plan and node mesh on an iPad 10th generation running iPadOS 18.3. While the core visualization works, we are experiencing significant performance degradation as the node count increases. Specifically: At 750–1,000 nodes, UI responsiveness noticeably declines. At 2,000 nodes, navigating the floor plan becomes nearly unusable. We attempted to optimize performance with a Geometric Pool algorithm, but the impact was minimal. Strangely, the same iPad handles 30,000+ 3D objects effortlessly when using Unity or Unreal Engine, raising the question of whether SceneKit may not be optimized for this scale. Our questions: Is SceneKit suitable for visualizing such large node counts, or are we hitting an inherent limitation of the framework? Are there best practices or optimization techniques for SceneKit that we might be missing? Should we consider a hybrid approach or fully transition to a different 3D engine for this use case? We’ve attached a code sample below demonstrating the issue. Any insights, suggestions, or experiences would be greatly appreciated! ContentView.swift
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