Overview
While the game renders smoothly and maintains target performance on macOS desktop targets, the iOS build suffers from severe performance degradation during active gameplay and menu navigation. Frame times regularly spike up to 70.36ms, severely impacting the current state of the port.
This regression is highly anomalous given that testing is being conducted on Apple10 family hardware (A19 GPU). This performance drop points directly to a breakdown in how the underlying Vulkan backend in plume and MoltenVK interact with mobile-specific driver limitations and hardware behaviors specific to iOS. Testing on an iPad Pro (M4) yielded similar performance degradation to the A19, compared to an M4 MacBook which maintains target performance. Because the M4 hardware architectures are nearly identical, this confirms the bottleneck is tied directly to the iOS execution environment and translation layer behavior.
Potential causes
Overview
While the game renders smoothly and maintains target performance on macOS desktop targets, the iOS build suffers from severe performance degradation during active gameplay and menu navigation. Frame times regularly spike up to 70.36ms, severely impacting the current state of the port.
This regression is highly anomalous given that testing is being conducted on Apple10 family hardware (A19 GPU). This performance drop points directly to a breakdown in how the underlying Vulkan backend in plume and MoltenVK interact with mobile-specific driver limitations and hardware behaviors specific to iOS. Testing on an iPad Pro (M4) yielded similar performance degradation to the A19, compared to an M4 MacBook which maintains target performance. Because the M4 hardware architectures are nearly identical, this confirms the bottleneck is tied directly to the iOS execution environment and translation layer behavior.
Potential causes
RtlEnterCriticalSection/RtlLeaveCriticalSection#1, where unsound synchronization behavior under the iOS scheduler could worsen thread distribution and overall performance.