Zero GPU with SpriteKit

First I thought my SpriteKit game had an issue with collections after installing iOS 9 beta, but after a second look I noticed that it's using zero % GPU when with iOS 8.3 the GPU was taking more load than the CPU.


There was some talk in some WWDC live broadcast session addressing something related but I don't remember which session. Anyone have any idea if something was mentioned concerning changes to SpriteKit/CoreGraphics that might have an affect on GPU utilization? Or anybody have same kinds of issues?

According the the announcements in the What's New in Spritekit preso, supported devices will now be based on Metal rather than OpenGL. This means that you should see a reduction in GPU utilization. However, down to zero percent seems like that may be a bug rather than an accurate representation of GPU usage.

My SpriteKit and SceneKit apps are blazing fast after recompile with XCode 7 beta and running on iOS9 because they are using Metal, just fyi. Simple apps (Bouncy Boucy Photo Chaos, Sprites and Forces) run much faster on iOS9. Then a new test app using SceneKit is so fast I can't belive it! Source code for all is on GitHub/robzim if you want to try them out! Best regards, RobZ

Which devices are you using? I'm using just an iPad Air for now. Did you try the Demo Bots sample code? All I get on the iPad Air is a start screen and no way to even start the game. Works somewhat on the simulator though.

Using iPhone6 in the example above, shows using Metal in the "Shows Statistics" area. Sorry, have not tried any sampe code on the iPhone yet, the "SceneKit State of the Union" is worth looking at, really nice.

Zero GPU with SpriteKit
 
 
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