An iOS developer is optimizing an augmented reality app that uses camera input at 60 frames per second. Each frame requires 1.2 milliseconds for object detection and 0.8 milliseconds for 3D rendering. What percentage of each second is spent actively processing frames?

Sat, 18 Apr 2026 15:09:08 +0000

**An iOS developer is optimizing an augmented reality app that uses camera input at 60 frames per second. Each frame requires 1.2 milliseconds for object detection and 0.8 milliseconds for 3D rendering. What percentage of each second is spent actively processing frames?** In the evolving landscape of iOS development, performance optimization remains a critical focus—especially for apps harnessing augmented reality (AR), where smooth, responsive camera interaction defines user experience. Users expect seamless AR when scanning environments or tagging objects in real time. At 60 frames per second, every millisecond counts: object detection and 3D rendering each require just 1.2 milliseconds and 0.8 milliseconds per frame, respectively. This creates a precise window of active processing within each full second. **What’s the Breakdown of Processing Time?** Each frame runs in a tight 1-millisecond cycle. With 60 frames per second, total required processing per second is 1.2 + 0.8 = 2.0 milliseconds. Since a full second contains 1000 milliseconds, the percentage of time actively processing frames is calculated as (2.0 ms / 1000 ms) × 100 = 0.2%. This may seem minimal—but in high-performance AR apps, every millisecond can affect responsiveness and user satisfaction.