Display Performance
Systematic diagnosis for frame rate issues on variable refresh rate displays (ProMotion, iPad Pro, future devices). Covers render loop configuration, frame pacing, hitch mechanics, and production telemetry.
Key insight: "ProMotion available" does NOT mean your app automatically runs at 120Hz. You must configure it correctly, account for system caps, and ensure proper frame pacing.
Part 1: Why You're Stuck at 60fps
Diagnostic Order
Check these in order when stuck at 60fps on ProMotion:
-
Info.plist key missing? (iPhone only) → Part 2
-
Render loop configured for 60? (MTKView defaults, CADisplayLink) → Part 3
-
System caps enabled? (Low Power Mode, Limit Frame Rate, Thermal) → Part 5
-
Frame time > 8.33ms? (Can't sustain 120fps) → Part 6
-
Frame pacing issues? (Micro-stuttering despite good FPS) → Part 7
-
Measuring wrong thing? (UIScreen vs actual presentation) → Part 9
Part 2: Enabling ProMotion on iPhone
Critical: Core Animation won't access frame rates above 60Hz on iPhone unless you add this key.
<!-- Info.plist --> <key>CADisableMinimumFrameDurationOnPhone</key> <true/>
Without this key:
-
Your preferredFrameRateRange hints are ignored above 60Hz
-
Other animations may affect your CADisplayLink callback rate
-
iPad Pro does NOT require this key
When to add: Any iPhone app that needs >60Hz for games, animations, or smooth scrolling.
Part 3: Render Loop Configuration
MTKView Defaults to 60fps
This is the most common cause. MTKView's preferredFramesPerSecond defaults to 60.
// ❌ WRONG: Implicit 60fps (default) let mtkView = MTKView(frame: frame, device: device) mtkView.delegate = self // Running at 60fps even on ProMotion!
// ✅ CORRECT: Explicit 120fps request let mtkView = MTKView(frame: frame, device: device) mtkView.preferredFramesPerSecond = 120 mtkView.isPaused = false mtkView.enableSetNeedsDisplay = false // Continuous, not on-demand mtkView.delegate = self
Critical settings for continuous high-rate rendering:
Property Value Why
preferredFramesPerSecond
120
Request max rate
isPaused
false
Don't pause the render loop
enableSetNeedsDisplay
false
Continuous mode, not on-demand
CADisplayLink Configuration (iOS 15+)
Apple explicitly recommends CADisplayLink (not timers) for custom render loops.
// ❌ WRONG: Timer-based render loop (drifts, wastes frame time) Timer.scheduledTimer(withTimeInterval: 1.0/120.0, repeats: true) { _ in self.render() }
// ❌ WRONG: Default CADisplayLink (may hint 60) let displayLink = CADisplayLink(target: self, selector: #selector(render)) displayLink.add(to: .main, forMode: .common)
// ✅ CORRECT: Explicit frame rate range let displayLink = CADisplayLink(target: self, selector: #selector(render)) displayLink.preferredFrameRateRange = CAFrameRateRange( minimum: 80, // Minimum acceptable maximum: 120, // Preferred maximum preferred: 120 // What you want ) displayLink.add(to: .main, forMode: .common)
Special priority for games: iOS 15+ gives 30Hz and 60Hz special priority. If targeting these rates:
// 30Hz and 60Hz get priority scheduling let prioritizedRange = CAFrameRateRange( minimum: 30, maximum: 60, preferred: 60 ) displayLink.preferredFrameRateRange = prioritizedRange
Suggested Frame Rates by Content Type
Content Type Suggested Rate Notes
Video playback 24-30 Hz Match content frame rate
Scrolling UI 60-120 Hz Higher = smoother
Fast games 60-120 Hz Match rendering capability
Slow animations 30-60 Hz Save power
Static content 10-24 Hz Minimal updates needed
Part 4: CAMetalDisplayLink (iOS 17+)
For Metal apps needing precise timing control, CAMetalDisplayLink provides more control than CADisplayLink.
class MetalRenderer: NSObject, CAMetalDisplayLinkDelegate { var displayLink: CAMetalDisplayLink? var metalLayer: CAMetalLayer!
func setupDisplayLink() {
displayLink = CAMetalDisplayLink(metalLayer: metalLayer)
displayLink?.delegate = self
displayLink?.preferredFrameRateRange = CAFrameRateRange(
minimum: 60,
maximum: 120,
preferred: 120
)
// Control render latency (in frames)
displayLink?.preferredFrameLatency = 2
displayLink?.add(to: .main, forMode: .common)
}
func metalDisplayLink(_ link: CAMetalDisplayLink, needsUpdate update: CAMetalDisplayLink.Update) {
// update.drawable - The drawable to render to
// update.targetTimestamp - Deadline to finish rendering
// update.targetPresentationTimestamp - When frame will display
guard let drawable = update.drawable else { return }
let workingTime = update.targetTimestamp - CACurrentMediaTime()
// workingTime = seconds available before deadline
// Render to drawable...
renderFrame(to: drawable)
}
}
Key differences from CADisplayLink:
Feature CADisplayLink CAMetalDisplayLink
Drawable access Manual via layer Provided in callback
Latency control None preferredFrameLatency
Target timing timestamp/targetTimestamp
- targetPresentationTimestamp
Use case General animation Metal-specific rendering
When to use CAMetalDisplayLink:
-
Need precise control over render timing window
-
Want to minimize input latency
-
Building games or intensive Metal apps
-
iOS 17+ only deployment
Part 5: System Caps
System states can force 60fps even when your code requests 120:
Low Power Mode
Caps ProMotion devices to 60fps.
// Check programmatically if ProcessInfo.processInfo.isLowPowerModeEnabled { // System caps display to 60Hz }
// Observe changes NotificationCenter.default.addObserver( forName: .NSProcessInfoPowerStateDidChange, object: nil, queue: .main ) { _ in let isLowPower = ProcessInfo.processInfo.isLowPowerModeEnabled self.adjustRenderingForPowerState(isLowPower) }
Limit Frame Rate (Accessibility)
Settings → Accessibility → Motion → Limit Frame Rate caps to 60fps.
No API to detect. If user reports 60fps despite configuration, have them check this setting.
Thermal Throttling
System restricts 120Hz when device overheats.
// Check thermal state switch ProcessInfo.processInfo.thermalState { case .nominal, .fair: preferredFramesPerSecond = 120 case .serious, .critical: preferredFramesPerSecond = 60 // Reduce proactively @unknown default: break }
// Observe thermal changes NotificationCenter.default.addObserver( forName: ProcessInfo.thermalStateDidChangeNotification, object: nil, queue: .main ) { _ in self.adjustForThermalState() }
Adaptive Power (iOS 26+, iPhone 17)
New in iOS 26: Adaptive Power is ON by default on iPhone 17/17 Pro. Can throttle even at 60% battery.
User action for testing: Settings → Battery → Power Mode → disable Adaptive Power.
No public API to detect Adaptive Power state.
Part 6: Performance Budget
Frame Time Budgets
Target FPS Frame Budget Vsync Interval
120 8.33ms Every vsync
90 11.11ms —
60 16.67ms Every 2nd vsync
30 33.33ms Every 4th vsync
If you consistently exceed budget, system drops to next sustainable rate.
Measuring GPU Frame Time
func draw(in view: MTKView) { guard let commandBuffer = commandQueue.makeCommandBuffer() else { return }
// Your rendering code...
commandBuffer.addCompletedHandler { buffer in
let gpuTime = buffer.gpuEndTime - buffer.gpuStartTime
let gpuMs = gpuTime * 1000
if gpuMs > 8.33 {
print("⚠️ GPU: \(String(format: "%.2f", gpuMs))ms exceeds 120Hz budget")
}
}
commandBuffer.commit()
}
Can't Sustain 120? Target Lower Rate Evenly
Critical: Uneven frame pacing looks worse than consistent lower rate.
// If you can't sustain 8.33ms, explicitly target 60 for smooth cadence if averageGpuTime > 8.33 && averageGpuTime <= 16.67 { mtkView.preferredFramesPerSecond = 60 }
Part 7: Frame Pacing
The Micro-Stuttering Problem
Even with good average FPS, inconsistent frame timing causes visible jitter.
// BAD: Inconsistent intervals despite ~40 FPS average Frame 1: 25ms Frame 2: 40ms ← stutter Frame 3: 25ms Frame 4: 40ms ← stutter
// GOOD: Consistent intervals at 30 FPS Frame 1: 33ms Frame 2: 33ms Frame 3: 33ms Frame 4: 33ms
Presenting immediately after rendering causes this. Use explicit timing control.
Frame Pacing APIs
present(afterMinimumDuration:) — Recommended
Ensures consistent spacing between frames:
func draw(in view: MTKView) { guard let commandBuffer = commandQueue.makeCommandBuffer(), let drawable = view.currentDrawable else { return }
// Render to drawable...
// Present with minimum 33ms between frames (30 FPS target)
commandBuffer.present(drawable, afterMinimumDuration: 0.033)
commandBuffer.commit()
}
present(at:) — Precise Timing
Schedule presentation at specific time:
// Present at specific Mach absolute time let presentTime = CACurrentMediaTime() + 0.033 commandBuffer.present(drawable, atTime: presentTime)
presentedTime — Verify Actual Presentation
Check when frames actually appeared:
drawable.addPresentedHandler { drawable in let actualTime = drawable.presentedTime if actualTime == 0.0 { // Frame was dropped! print("⚠️ Frame dropped") } else { print("Frame presented at: (actualTime)") } }
Frame Pacing Pattern
class SmoothRenderer: NSObject, MTKViewDelegate { private var targetFrameDuration: CFTimeInterval = 1.0 / 60.0 // 60 FPS target
func draw(in view: MTKView) {
guard let commandBuffer = commandQueue.makeCommandBuffer(),
let drawable = view.currentDrawable else { return }
renderScene(to: drawable)
// Use frame pacing to ensure consistent intervals
commandBuffer.present(drawable, afterMinimumDuration: targetFrameDuration)
commandBuffer.commit()
}
func adjustTargetFrameRate(canSustain fps: Int) {
switch fps {
case 90...:
targetFrameDuration = 1.0 / 120.0
case 50...:
targetFrameDuration = 1.0 / 60.0
default:
targetFrameDuration = 1.0 / 30.0
}
}
}
Part 8: Understanding Hitches
Render Loop Phases
Frame lifecycle: Begin Time → Commit Deadline → Presentation Time
-
App Process (CPU): Handle events, compute UI updates, Core Animation commit
-
Render Server (CPU+GPU): Transform UI to bitmap, render to buffer
-
Display Driver: Swap buffer to screen at vsync
At 120Hz, each phase has ~8.33ms. Miss any deadline = hitch.
Commit Hitch vs Render Hitch
Commit Hitch: App process misses commit deadline
-
Cause: Main thread work takes too long
-
Fix: Move work off main thread, reduce view complexity
Render Hitch: Render server misses presentation deadline
-
Cause: GPU work too complex (blur, shadows, layers)
-
Fix: Simplify visual effects, reduce overdraw
Double vs Triple Buffering
Double Buffer (default):
-
Frame lifetime: 2 vsync intervals
-
Tighter deadlines
-
Lower latency
Triple Buffer (system may enable):
-
Frame lifetime: 3 vsync intervals
-
Render server gets 2 vsync intervals
-
Higher latency but more headroom
The system automatically switches to triple buffering to recover from render hitches.
Hitch Duration
Expected Frame Lifetime = Begin Time → Presentation Time Actual Frame Lifetime = Begin Time → Actual Vsync
Hitch Duration = Actual - Expected
If hitch duration > 0, the frame was late and previous frame stayed onscreen longer.
Part 9: Measurement
UIScreen Lies, Actual Presentation Tells Truth
// ❌ This says 120 even when system caps you to 60 let maxFPS = UIScreen.main.maximumFramesPerSecond // Reports capability, not actual rate!
// ✅ Measure from CADisplayLink timing @objc func displayLinkCallback(_ link: CADisplayLink) { // Time available to prepare next frame let workingTime = link.targetTimestamp - CACurrentMediaTime()
// Actual interval since last callback
if lastTimestamp > 0 {
let interval = link.timestamp - lastTimestamp
let actualFPS = 1.0 / interval
}
lastTimestamp = link.timestamp
}
Metal Performance HUD
Enable on-device real-time performance overlay:
Via Xcode scheme:
-
Edit Scheme → Run → Diagnostics
-
Enable "Show Graphics Overview"
-
Optionally enable "Log Graphics Overview"
Via environment variable:
MTL_HUD_ENABLED=1
Via device settings: Settings → Developer → Graphics HUD → Show Graphics HUD
HUD shows:
-
FPS (average)
-
GPU time per frame
-
Frame interval chart (last 120 frames)
-
Memory usage
Production Telemetry with MetricKit
Monitor hitches in production:
import MetricKit
class MetricsManager: NSObject, MXMetricManagerSubscriber { func didReceive(_ payloads: [MXMetricPayload]) { for payload in payloads { if let animationMetrics = payload.animationMetrics { // Ratio of time spent hitching during scroll let scrollHitchRatio = animationMetrics.scrollHitchTimeRatio
// Ratio of time spent hitching in all animations
if #available(iOS 17.0, *) {
let hitchRatio = animationMetrics.hitchTimeRatio
}
analyzeHitchMetrics(scrollHitchRatio: scrollHitchRatio)
}
}
}
}
// Register for metrics MXMetricManager.shared.add(metricsManager)
What to track:
-
scrollHitchTimeRatio : Time spent hitching while scrolling (UIScrollView only)
-
hitchTimeRatio (iOS 17+): Time spent hitching in all tracked animations
Part 10: Quick Diagnostic Checklist
When debugging frame rate issues:
Step Check Fix
1 Info.plist key present? (iPhone) Add CADisableMinimumFrameDurationOnPhone
2 Limit Frame Rate off? Settings → Accessibility → Motion
3 Low Power Mode off? Settings → Battery
4 Adaptive Power off? (iPhone 17+) Settings → Battery → Power Mode
5 preferredFramesPerSecond = 120? Set explicitly on MTKView
6 preferredFrameRateRange set? Configure on CADisplayLink
7 GPU frame time < 8.33ms? Profile with Metal HUD or Instruments
8 Frame pacing consistent? Use present(afterMinimumDuration:)
9 Hitches in production? Monitor with MetricKit
Part 11: Common Patterns
Pattern: Adaptive Frame Rate with Thermal Awareness
class AdaptiveRenderer: NSObject, MTKViewDelegate { private var recentFrameTimes: [Double] = [] private let sampleCount = 30 private var targetFrameDuration: CFTimeInterval = 1.0 / 60.0
func draw(in view: MTKView) {
guard let commandBuffer = commandQueue.makeCommandBuffer(),
let drawable = view.currentDrawable else { return }
let startTime = CACurrentMediaTime()
renderScene(to: drawable)
let frameTime = (CACurrentMediaTime() - startTime) * 1000
updateTargetRate(frameTime: frameTime, view: view)
commandBuffer.present(drawable, afterMinimumDuration: targetFrameDuration)
commandBuffer.commit()
}
private func updateTargetRate(frameTime: Double, view: MTKView) {
recentFrameTimes.append(frameTime)
if recentFrameTimes.count > sampleCount {
recentFrameTimes.removeFirst()
}
let avgFrameTime = recentFrameTimes.reduce(0, +) / Double(recentFrameTimes.count)
let thermal = ProcessInfo.processInfo.thermalState
let lowPower = ProcessInfo.processInfo.isLowPowerModeEnabled
// Constrain based on what we can sustain AND system state
if lowPower || thermal >= .serious {
view.preferredFramesPerSecond = 30
targetFrameDuration = 1.0 / 30.0
} else if avgFrameTime < 7.0 && thermal == .nominal {
view.preferredFramesPerSecond = 120
targetFrameDuration = 1.0 / 120.0
} else if avgFrameTime < 14.0 {
view.preferredFramesPerSecond = 60
targetFrameDuration = 1.0 / 60.0
} else {
view.preferredFramesPerSecond = 30
targetFrameDuration = 1.0 / 30.0
}
}
}
Pattern: Frame Drop Detection
class FrameDropMonitor { private var expectedPresentTime: CFTimeInterval = 0 private var dropCount = 0
func trackFrame(drawable: MTLDrawable, expectedInterval: CFTimeInterval) {
drawable.addPresentedHandler { [weak self] drawable in
guard let self = self else { return }
if drawable.presentedTime == 0.0 {
self.dropCount += 1
print("⚠️ Frame dropped (total: \(self.dropCount))")
} else if self.expectedPresentTime > 0 {
let actualInterval = drawable.presentedTime - self.expectedPresentTime
let variance = abs(actualInterval - expectedInterval)
if variance > expectedInterval * 0.5 {
print("⚠️ Frame timing variance: \(variance * 1000)ms")
}
}
self.expectedPresentTime = drawable.presentedTime
}
}
}
Resources
WWDC: 2021-10147, 2018-612, 2022-10083, 2023-10123
Tech Talks: 10855, 10856, 10857 (Hitch deep dives)
Docs: /quartzcore/cadisplaylink, /quartzcore/cametaldisplaylink, /quartzcore/optimizing-iphone-and-ipad-apps-to-support-promotion-displays, /xcode/understanding-hitches-in-your-app, /metal/mtldrawable/present(afterminimumduration:), /metrickit/mxanimationmetric
Skills: axiom-energy, axiom-ios-graphics, axiom-metal-migration-ref, axiom-performance-profiling