Goal
Define and meet measurable frame-time, latency, memory, loading, thermal, and power budgets on Vision Pro, iPhone/iPad, Mac, and Apple TV.
Scope
- Establish representative device and scene benchmarks.
- Profile with RealityKit Trace, Metal System Trace, Metal debugger/captures, and Instruments.
- Track CPU encode time, GPU time, draw calls, triangles, overdraw, texture residency, memory, asset-load latency, and dropped frames.
- Optimize assets and RealityKit scene updates before adding renderer complexity.
- Evaluate direct Metal only for a measured bottleneck or capability gap.
- If direct immersive Metal is justified, prototype it behind an isolated renderer boundary using Compositor Services.
Acceptance criteria
Sequence
This is step 5 of 5 and depends on #19, #20, and #21.
Goal
Define and meet measurable frame-time, latency, memory, loading, thermal, and power budgets on Vision Pro, iPhone/iPad, Mac, and Apple TV.
Scope
Acceptance criteria
Sequence
This is step 5 of 5 and depends on #19, #20, and #21.