SpriteKit framerate drop on iOS 26.0

Hello,

I have noticed a performance drop on SpriteKit-based projects running on iOS 26.0 (23A341).

Below is a SpriteKit scene used to test framerate on different devices:

import SpriteKit
import SwiftUI

class BareboneScene: SKScene {
    
    override func didMove(to view: SKView) {
        size = view.bounds.size
        anchorPoint = CGPoint(x: 0.5, y: 0.5)
        backgroundColor = .darkGray
        
        let roundedSquare = SKShapeNode(rectOf: CGSize(width: 150, height: 75), cornerRadius: 12)
        roundedSquare.fillColor = .systemRed
        roundedSquare.strokeColor = .black
        roundedSquare.lineWidth = 3
        addChild(roundedSquare)
        
        let action = SKAction.rotate(byAngle: .pi, duration: 1)
        roundedSquare.run(.repeatForever(action))
    }
    
}

struct BareboneSceneView: View {
    var body: some View {
        SpriteView(
            scene: BareboneScene(),
            debugOptions: [.showsFPS]
        )
        .ignoresSafeArea()
    }
}

#Preview {
    BareboneSceneView()
}

The scene is very simple, yet framerate drops to ~40 fps as shown by the Metal HUD. Tested on:

  • iPhone 13, iOS 26.0: framerate drops to 40 fps. Sometimes it runs at near 60fps. But if the screen is touched repeatedly, the framerate drops to 40-50 fps again.
  • iPhone 11 Pro, iOS 26.0: ~40fps.
  • iPad 9th Gen, iOS 18.6.2: 60fps, no issues.

See screenshots attached. These numbers were observed by me and members of our beloved SpriteKit Discord server.

Thank you for your attention.

Answered by DTS Engineer in 858739022

Hello,

We appreciate your bringing this up.

Please send a bug report for SpriteKit performance regression on iOS 26.

Hello,

We appreciate your bringing this up.

Please send a bug report for SpriteKit performance regression on iOS 26.

Done, I have filed report FB20287404 as "SpriteKit performance regression on iOS 26".

Long live SpriteKit.

Good to see this already reported, I am facing the same experience with my SpriteKit games.

I am very eager to see this fixed/ investigated asap, as I rely on SpriteKit in all my games which are published in the AppStore.

I am very curious to know what is causing these performance hits, and whether we can do something in our projects to mitigate the effects already.

@DTS Engineer Would it help if I file the same feedback report in order to prioritize this issue?

Thank you for reporting this! I noticed the exact same issue for my games too - performance drop without introducing any changes from my side.

Looking forward to seeing this resolved.

BTW: how one can get notified when this is resolved? when I click on the feedback link, it says “no feedback was found”.

Cheers, Dawid

Hi,

any updates on this issue? As I said originally, bug report is private so I cannot follow there.

From what I observed on my game, it seems that framerate improves, going back to about 60FPS, only during dragging the the finger touching the screen. Then it goes back to 40 when I am not dragging.

I made a screen recording of the Metal HUD if anyone wants to take a look:

https://streamable.com/l647a7

Maybe touch is making iOS to add more CPU priority to the app? Not sure.

If anybody has any ideas how we could trigger this programatically to walk around FPS drop that would be great.

Cheers, Dawid

All bug reports are helpful and welcome. This is a serious regression and we're keen to address it.

The owner of a bug report can request a status update at any time. They're free to share that feedback here if they wish.

Thank you for submitting FB20287404 with the example code. We have been able to replicate the issue internally. It's with the appropriate team for investigation.

SpriteKit framerate drop on iOS 26.0
 
 
Q