- Currently, driving game loop using CADisplaylink
- Takes 1-2ms to process frame, and call presentRenderBuffer:
- presentRenderBuffer:, for the most part, completes in under 2-3ms ("fast mode")
- Seeminly randomly, however, something switches in the graphics system, and presentRenderBuffer: begins taking ~16ms ("slow mode")
- Once entering this "slow mode", the graphics system does not seem to be able to recover until the system stops issuing OpenGL calls for awhile (ex. once app enters inactive/background)
Does anyone know what's going on here? It almost seems like presentRenderBuffer: is blocking due to vsync in "slow mode". This causes problems when on the main thread, since UIKit starts not processing/sending along UIEvents.
- iPhone 6
- OpenGLES 2.0
- Very light graphics load