SpriteKit framerate drop on iOS 26.3

Hello,

I have noticed a performance drop on SpriteKit-based projects running on iOS 26.3.

The issue seems very similar to the issue reported on iOS 26.0, and later solved from iOS 26.2 beta 3:

https://developer.apple.com/forums/thread/800952?answerId=870617022#870617022

With 26.3, it seems a regression occured.

Below is the same 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()
	}

Running this very basic spritekit scene on my device and I can not reach an FPS of 60. Instead, it stalls around 40.

I see the same in my AppStore published SpriteKit games.

As you can see in the discussion of the linked forum topic, the regression has been noticed by others as well. Can you please look into this, and let us know if there is an outstanding action to resolve it already?

It's very problematic for published games suddenly dropping to 40FPS on even the most modern iOS devices.

SpriteKit framerate drop on iOS 26.3
 
 
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