I use quite a lot of particles in my game, and I'm getting some performance issues under iOS 9.
Spritekit now has an extra draw call for each Particle Emitter. So if I had 20 particle emitters in the scene, the draw call is increased by 20. This happens if the particles from the different emitters have the exact same texture and z position. This is obviously bad, as these particles should be batch drawn together. It affects performance quite significantly.
iOS 8 worked as it should, not increasing the draw call for each particle emitter with the same texture and zpos.
I've lodged a bug report for it, but has anyone else noticed it?
Dan