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Is iOS hardware always locked at 60hz?

According to the docs here...

"frametime ... iPhone/iPad hardware is always locked at 60Hz refresh rate, thus you will always get multiples times of ~16.7ms (1000ms/60Hz = ~16.7ms)."

...but I'm getting max and min frametimes that are not multiples of 16.7ms on my iPad1. Here's an example:

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iPhone Unity internal profiler stats:
cpu-player>    min: 11.0   max: 15.5   avg: 11.8
cpu-ogles-drv> min:  1.4   max:  2.9   avg:  1.6
frametime>     min: 21.9   max: 43.1   avg: 33.3
draw-call #>   min:  16    max:  18    avg:  17     | batched:    31
tris #>        min:  6145  max:  6151  avg:  6148   | batched:  8240
verts #>       min:  6180  max:  6192  avg:  6186   | batched:  4169
player-detail> physx:  1.0 animation:  0.0 culling  0.0 skinning:  0.0 batching:  0.2 render:  5.2 fixed-update-count: 1 .. 2
mono-scripts>  update:  3.3   fixedUpdate:  0.1 coroutines:  0.0 
mono-memory>   used heap: 1839104 allocated heap: 2072576  max number of collections: 0 collection total duration:  0.0
----------------------------------------

A max frametime of 43.1ms is actually 16.7ms multiplied by 2.58. So not really a multiple. Why is that?

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asked Nov 29 '11 at 02:02 PM

Jde gravatar image

Jde
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If I put enough stuff on the screen I can get my framerate down to 3 or 4 frames per second. So I'd say no, it's not "locked" to 60 fps at all.

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answered Dec 01 '11 at 12:25 AM

ptdnet gravatar image

ptdnet
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60hz not 60fps.

A framerate of 3 or 4 frames per second would still be possible if the hardware is locked at 60hz.

As I understand it, these are the frames per second possible when hardware is locked at 60hz refresh rate...

60fps 30fps 20fps 15fps 12fps 10fps . . . 1fps

There would be quite a few between 10fps and 1fps.

Dec 01 '11 at 10:21 AM Jde
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asked: Nov 29 '11 at 02:02 PM

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Last Updated: Dec 01 '11 at 10:21 AM