[Android] Periodic frame rate drops (60→54 FPS; 6-10 consecutive frames c. every 5 seconds) with CoreCLR on .NET 11 — regression from Mono on .NET 10 #131370

Description

@janne-hmp

Description

We are developing a real-time roguelike game (GnollHack) using .NET MAUI with SkiaSharp (SKGLView) for rendering on Android. The game targets 60 FPS and achieves this consistently on .NET 10 with the Mono runtime.

As per the post by @davidortinau last week, we tested .NET MAUI 11 Preview 6 on Android to see how it compares with Mono Runtime in .NET 10. After upgrading to .NET 11 Preview 6+ (which uses CoreCLR exclusively on Android), we observe periodic (every 5 seconds or so) frame rate drops from 60 FPS to approximately 50–54 FPS (6-10 consecutive frames drop every 5 seconds or so), causing severe stutters in the game and making the game to feel continuously very jerky. These drops occur at regular intervals regardless of scene complexity, even on screens with very little drawing. The drops are clearly visible as jerkiness/microstutters during gameplay.

This appears to be a performance regression introduced by the Mono → CoreCLR transition on Android.

If @jfversluis or @jonathanpeppers or someone else already know a solution working for this in .NET MAUI 11, please let me know.

Expected Behavior

Consistent 60 FPS rendering, matching .NET 10 (Mono) performance.

Actual Behavior

Frame rate periodically drops to 50–54 FPS at regular intervals, causing visible jerkiness. The drops occur:

  • From the very start of the application
  • Regardless of scene complexity (even with minimal drawing)
  • At consistent, periodic intervals

Attempted Mitigations (none helped)

SettingResult
DOTNET_TieredCompilation=0No improvement
DOTNET_GCGen0MaxBudget=8000000 (128 MB)No improvement
DOTNET_gcServer=0 (Workstation GC)No improvement
Default CoreCLR settings (no tuning)Same periodic drops

Steps to Reproduce

  1. Create a .NET MAUI application targeting net11.0-android with a SkiaSharp SKGLView rendering at 60 FPS.
  2. Build and deploy to an Android device.
  3. Observe periodic frame rate drops from 60 to ~54 FPS at regular intervals.
  4. Compare with the same application targeting net10.0-android (Mono runtime) — no such drops occur.

Environment

  • .NET SDK: 11.0.100-preview.6 (or later)
  • Runtime: CoreCLR (Mono no longer available in Preview 6+)
  • Platform: Android (arm64)
  • Rendering: SkiaSharp SKGLView (OpenGL ES)
  • Target FPS: 60
  • Device: (Insert your test device and Android version here)
  • Comparison baseline: .NET 10 with Mono runtime — consistent 60 FPS, no drops

Additional Context

  • The application is a complex roguelike game with native C libraries linked via P/Invoke, FMOD audio, and multi-layer tile rendering.
  • The frame drops are not correlated with scene complexity, suggesting the cause is runtime-level periodic work (GC, thread pool, diagnostics, or other background activity) rather than application code.
  • We also encountered a separate issue where DOTNET_DiagnosticPorts in Environment.txt (previously used for Mono debugging) caused the CoreCLR runtime to suspend at startup and never resume. Removing it fixed that issue, but the periodic FPS drops remain.
  • <UseMonoRuntime>true</UseMonoRuntime> is no longer supported in .NET 11 Preview 6+, so we cannot fall back to Mono to verify the regression on the same SDK version.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
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var __m = "github.com";
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[Android] Periodic frame rate drops (60→54 FPS; 6-10 consecutive frames c. every 5 seconds) with CoreCLR on .NET 11 — regression from Mono on .NET 10 #131370

Description

@janne-hmp

Description

We are developing a real-time roguelike game (GnollHack) using .NET MAUI with SkiaSharp (SKGLView) for rendering on Android. The game targets 60 FPS and achieves this consistently on .NET 10 with the Mono runtime.

As per the post by @davidortinau last week, we tested .NET MAUI 11 Preview 6 on Android to see how it compares with Mono Runtime in .NET 10. After upgrading to .NET 11 Preview 6+ (which uses CoreCLR exclusively on Android), we observe periodic (every 5 seconds or so) frame rate drops from 60 FPS to approximately 50–54 FPS (6-10 consecutive frames drop every 5 seconds or so), causing severe stutters in the game and making the game to feel continuously very jerky. These drops occur at regular intervals regardless of scene complexity, even on screens with very little drawing. The drops are clearly visible as jerkiness/microstutters during gameplay.

This appears to be a performance regression introduced by the Mono → CoreCLR transition on Android.

If @jfversluis or @jonathanpeppers or someone else already know a solution working for this in .NET MAUI 11, please let me know.

Expected Behavior

Consistent 60 FPS rendering, matching .NET 10 (Mono) performance.

Actual Behavior

Frame rate periodically drops to 50–54 FPS at regular intervals, causing visible jerkiness. The drops occur:

  • From the very start of the application
  • Regardless of scene complexity (even with minimal drawing)
  • At consistent, periodic intervals

Attempted Mitigations (none helped)

SettingResult
DOTNET_TieredCompilation=0No improvement
DOTNET_GCGen0MaxBudget=8000000 (128 MB)No improvement
DOTNET_gcServer=0 (Workstation GC)No improvement
Default CoreCLR settings (no tuning)Same periodic drops

Steps to Reproduce

  1. Create a .NET MAUI application targeting net11.0-android with a SkiaSharp SKGLView rendering at 60 FPS.
  2. Build and deploy to an Android device.
  3. Observe periodic frame rate drops from 60 to ~54 FPS at regular intervals.
  4. Compare with the same application targeting net10.0-android (Mono runtime) — no such drops occur.

Environment

  • .NET SDK: 11.0.100-preview.6 (or later)
  • Runtime: CoreCLR (Mono no longer available in Preview 6+)
  • Platform: Android (arm64)
  • Rendering: SkiaSharp SKGLView (OpenGL ES)
  • Target FPS: 60
  • Device: (Insert your test device and Android version here)
  • Comparison baseline: .NET 10 with Mono runtime — consistent 60 FPS, no drops

Additional Context

  • The application is a complex roguelike game with native C libraries linked via P/Invoke, FMOD audio, and multi-layer tile rendering.
  • The frame drops are not correlated with scene complexity, suggesting the cause is runtime-level periodic work (GC, thread pool, diagnostics, or other background activity) rather than application code.
  • We also encountered a separate issue where DOTNET_DiagnosticPorts in Environment.txt (previously used for Mono debugging) caused the CoreCLR runtime to suspend at startup and never resume. Removing it fixed that issue, but the periodic FPS drops remain.
  • <UseMonoRuntime>true</UseMonoRuntime> is no longer supported in .NET 11 Preview 6+, so we cannot fall back to Mono to verify the regression on the same SDK version.

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[Android] Periodic frame rate drops (60→54 FPS; 6-10 consecutive frames c. every 5 seconds) with CoreCLR on .NET 11 — regression from Mono on .NET 10 #131370

Description

@janne-hmp

Description

We are developing a real-time roguelike game (GnollHack) using .NET MAUI with SkiaSharp (SKGLView) for rendering on Android. The game targets 60 FPS and achieves this consistently on .NET 10 with the Mono runtime.

As per the post by @davidortinau last week, we tested .NET MAUI 11 Preview 6 on Android to see how it compares with Mono Runtime in .NET 10. After upgrading to .NET 11 Preview 6+ (which uses CoreCLR exclusively on Android), we observe periodic (every 5 seconds or so) frame rate drops from 60 FPS to approximately 50–54 FPS (6-10 consecutive frames drop every 5 seconds or so), causing severe stutters in the game and making the game to feel continuously very jerky. These drops occur at regular intervals regardless of scene complexity, even on screens with very little drawing. The drops are clearly visible as jerkiness/microstutters during gameplay.

This appears to be a performance regression introduced by the Mono → CoreCLR transition on Android.

If @jfversluis or @jonathanpeppers or someone else already know a solution working for this in .NET MAUI 11, please let me know.

Expected Behavior

Consistent 60 FPS rendering, matching .NET 10 (Mono) performance.

Actual Behavior

Frame rate periodically drops to 50–54 FPS at regular intervals, causing visible jerkiness. The drops occur:

  • From the very start of the application
  • Regardless of scene complexity (even with minimal drawing)
  • At consistent, periodic intervals

Attempted Mitigations (none helped)

SettingResult
DOTNET_TieredCompilation=0No improvement
DOTNET_GCGen0MaxBudget=8000000 (128 MB)No improvement
DOTNET_gcServer=0 (Workstation GC)No improvement
Default CoreCLR settings (no tuning)Same periodic drops

Steps to Reproduce

  1. Create a .NET MAUI application targeting net11.0-android with a SkiaSharp SKGLView rendering at 60 FPS.
  2. Build and deploy to an Android device.
  3. Observe periodic frame rate drops from 60 to ~54 FPS at regular intervals.
  4. Compare with the same application targeting net10.0-android (Mono runtime) — no such drops occur.

Environment

  • .NET SDK: 11.0.100-preview.6 (or later)
  • Runtime: CoreCLR (Mono no longer available in Preview 6+)
  • Platform: Android (arm64)
  • Rendering: SkiaSharp SKGLView (OpenGL ES)
  • Target FPS: 60
  • Device: (Insert your test device and Android version here)
  • Comparison baseline: .NET 10 with Mono runtime — consistent 60 FPS, no drops

Additional Context

  • The application is a complex roguelike game with native C libraries linked via P/Invoke, FMOD audio, and multi-layer tile rendering.
  • The frame drops are not correlated with scene complexity, suggesting the cause is runtime-level periodic work (GC, thread pool, diagnostics, or other background activity) rather than application code.
  • We also encountered a separate issue where DOTNET_DiagnosticPorts in Environment.txt (previously used for Mono debugging) caused the CoreCLR runtime to suspend at startup and never resume. Removing it fixed that issue, but the periodic FPS drops remain.
  • <UseMonoRuntime>true</UseMonoRuntime> is no longer supported in .NET 11 Preview 6+, so we cannot fall back to Mono to verify the regression on the same SDK version.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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[Android] Periodic frame rate drops (60→54 FPS; 6-10 consecutive frames c. every 5 seconds) with CoreCLR on .NET 11 — regression from Mono on .NET 10 #131370

Description

@janne-hmp

Description

We are developing a real-time roguelike game (GnollHack) using .NET MAUI with SkiaSharp (SKGLView) for rendering on Android. The game targets 60 FPS and achieves this consistently on .NET 10 with the Mono runtime.

As per the post by @davidortinau last week, we tested .NET MAUI 11 Preview 6 on Android to see how it compares with Mono Runtime in .NET 10. After upgrading to .NET 11 Preview 6+ (which uses CoreCLR exclusively on Android), we observe periodic (every 5 seconds or so) frame rate drops from 60 FPS to approximately 50–54 FPS (6-10 consecutive frames drop every 5 seconds or so), causing severe stutters in the game and making the game to feel continuously very jerky. These drops occur at regular intervals regardless of scene complexity, even on screens with very little drawing. The drops are clearly visible as jerkiness/microstutters during gameplay.

This appears to be a performance regression introduced by the Mono → CoreCLR transition on Android.

If @jfversluis or @jonathanpeppers or someone else already know a solution working for this in .NET MAUI 11, please let me know.

Expected Behavior

Consistent 60 FPS rendering, matching .NET 10 (Mono) performance.

Actual Behavior

Frame rate periodically drops to 50–54 FPS at regular intervals, causing visible jerkiness. The drops occur:

  • From the very start of the application
  • Regardless of scene complexity (even with minimal drawing)
  • At consistent, periodic intervals

Attempted Mitigations (none helped)

SettingResult
DOTNET_TieredCompilation=0No improvement
DOTNET_GCGen0MaxBudget=8000000 (128 MB)No improvement
DOTNET_gcServer=0 (Workstation GC)No improvement
Default CoreCLR settings (no tuning)Same periodic drops

Steps to Reproduce

  1. Create a .NET MAUI application targeting net11.0-android with a SkiaSharp SKGLView rendering at 60 FPS.
  2. Build and deploy to an Android device.
  3. Observe periodic frame rate drops from 60 to ~54 FPS at regular intervals.
  4. Compare with the same application targeting net10.0-android (Mono runtime) — no such drops occur.

Environment

  • .NET SDK: 11.0.100-preview.6 (or later)
  • Runtime: CoreCLR (Mono no longer available in Preview 6+)
  • Platform: Android (arm64)
  • Rendering: SkiaSharp SKGLView (OpenGL ES)
  • Target FPS: 60
  • Device: (Insert your test device and Android version here)
  • Comparison baseline: .NET 10 with Mono runtime — consistent 60 FPS, no drops

Additional Context

  • The application is a complex roguelike game with native C libraries linked via P/Invoke, FMOD audio, and multi-layer tile rendering.
  • The frame drops are not correlated with scene complexity, suggesting the cause is runtime-level periodic work (GC, thread pool, diagnostics, or other background activity) rather than application code.
  • We also encountered a separate issue where DOTNET_DiagnosticPorts in Environment.txt (previously used for Mono debugging) caused the CoreCLR runtime to suspend at startup and never resume. Removing it fixed that issue, but the periodic FPS drops remain.
  • <UseMonoRuntime>true</UseMonoRuntime> is no longer supported in .NET 11 Preview 6+, so we cannot fall back to Mono to verify the regression on the same SDK version.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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[Android] Periodic frame rate drops (60→54 FPS; 6-10 consecutive frames c. every 5 seconds) with CoreCLR on .NET 11 — regression from Mono on .NET 10 #131370

Description

@janne-hmp

Description

We are developing a real-time roguelike game (GnollHack) using .NET MAUI with SkiaSharp (SKGLView) for rendering on Android. The game targets 60 FPS and achieves this consistently on .NET 10 with the Mono runtime.

As per the post by @davidortinau last week, we tested .NET MAUI 11 Preview 6 on Android to see how it compares with Mono Runtime in .NET 10. After upgrading to .NET 11 Preview 6+ (which uses CoreCLR exclusively on Android), we observe periodic (every 5 seconds or so) frame rate drops from 60 FPS to approximately 50–54 FPS (6-10 consecutive frames drop every 5 seconds or so), causing severe stutters in the game and making the game to feel continuously very jerky. These drops occur at regular intervals regardless of scene complexity, even on screens with very little drawing. The drops are clearly visible as jerkiness/microstutters during gameplay.

This appears to be a performance regression introduced by the Mono → CoreCLR transition on Android.

If @jfversluis or @jonathanpeppers or someone else already know a solution working for this in .NET MAUI 11, please let me know.

Expected Behavior

Consistent 60 FPS rendering, matching .NET 10 (Mono) performance.

Actual Behavior

Frame rate periodically drops to 50–54 FPS at regular intervals, causing visible jerkiness. The drops occur:

  • From the very start of the application
  • Regardless of scene complexity (even with minimal drawing)
  • At consistent, periodic intervals

Attempted Mitigations (none helped)

SettingResult
DOTNET_TieredCompilation=0No improvement
DOTNET_GCGen0MaxBudget=8000000 (128 MB)No improvement
DOTNET_gcServer=0 (Workstation GC)No improvement
Default CoreCLR settings (no tuning)Same periodic drops

Steps to Reproduce

  1. Create a .NET MAUI application targeting net11.0-android with a SkiaSharp SKGLView rendering at 60 FPS.
  2. Build and deploy to an Android device.
  3. Observe periodic frame rate drops from 60 to ~54 FPS at regular intervals.
  4. Compare with the same application targeting net10.0-android (Mono runtime) — no such drops occur.

Environment

  • .NET SDK: 11.0.100-preview.6 (or later)
  • Runtime: CoreCLR (Mono no longer available in Preview 6+)
  • Platform: Android (arm64)
  • Rendering: SkiaSharp SKGLView (OpenGL ES)
  • Target FPS: 60
  • Device: (Insert your test device and Android version here)
  • Comparison baseline: .NET 10 with Mono runtime — consistent 60 FPS, no drops

Additional Context

  • The application is a complex roguelike game with native C libraries linked via P/Invoke, FMOD audio, and multi-layer tile rendering.
  • The frame drops are not correlated with scene complexity, suggesting the cause is runtime-level periodic work (GC, thread pool, diagnostics, or other background activity) rather than application code.
  • We also encountered a separate issue where DOTNET_DiagnosticPorts in Environment.txt (previously used for Mono debugging) caused the CoreCLR runtime to suspend at startup and never resume. Removing it fixed that issue, but the periodic FPS drops remain.
  • <UseMonoRuntime>true</UseMonoRuntime> is no longer supported in .NET 11 Preview 6+, so we cannot fall back to Mono to verify the regression on the same SDK version.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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[Android] Periodic frame rate drops (60→54 FPS; 6-10 consecutive frames c. every 5 seconds) with CoreCLR on .NET 11 — regression from Mono on .NET 10 #131370

Description

@janne-hmp

Description

We are developing a real-time roguelike game (GnollHack) using .NET MAUI with SkiaSharp (SKGLView) for rendering on Android. The game targets 60 FPS and achieves this consistently on .NET 10 with the Mono runtime.

As per the post by @davidortinau last week, we tested .NET MAUI 11 Preview 6 on Android to see how it compares with Mono Runtime in .NET 10. After upgrading to .NET 11 Preview 6+ (which uses CoreCLR exclusively on Android), we observe periodic (every 5 seconds or so) frame rate drops from 60 FPS to approximately 50–54 FPS (6-10 consecutive frames drop every 5 seconds or so), causing severe stutters in the game and making the game to feel continuously very jerky. These drops occur at regular intervals regardless of scene complexity, even on screens with very little drawing. The drops are clearly visible as jerkiness/microstutters during gameplay.

This appears to be a performance regression introduced by the Mono → CoreCLR transition on Android.

If @jfversluis or @jonathanpeppers or someone else already know a solution working for this in .NET MAUI 11, please let me know.

Expected Behavior

Consistent 60 FPS rendering, matching .NET 10 (Mono) performance.

Actual Behavior

Frame rate periodically drops to 50–54 FPS at regular intervals, causing visible jerkiness. The drops occur:

  • From the very start of the application
  • Regardless of scene complexity (even with minimal drawing)
  • At consistent, periodic intervals

Attempted Mitigations (none helped)

SettingResult
DOTNET_TieredCompilation=0No improvement
DOTNET_GCGen0MaxBudget=8000000 (128 MB)No improvement
DOTNET_gcServer=0 (Workstation GC)No improvement
Default CoreCLR settings (no tuning)Same periodic drops

Steps to Reproduce

  1. Create a .NET MAUI application targeting net11.0-android with a SkiaSharp SKGLView rendering at 60 FPS.
  2. Build and deploy to an Android device.
  3. Observe periodic frame rate drops from 60 to ~54 FPS at regular intervals.
  4. Compare with the same application targeting net10.0-android (Mono runtime) — no such drops occur.

Environment

  • .NET SDK: 11.0.100-preview.6 (or later)
  • Runtime: CoreCLR (Mono no longer available in Preview 6+)
  • Platform: Android (arm64)
  • Rendering: SkiaSharp SKGLView (OpenGL ES)
  • Target FPS: 60
  • Device: (Insert your test device and Android version here)
  • Comparison baseline: .NET 10 with Mono runtime — consistent 60 FPS, no drops

Additional Context

  • The application is a complex roguelike game with native C libraries linked via P/Invoke, FMOD audio, and multi-layer tile rendering.
  • The frame drops are not correlated with scene complexity, suggesting the cause is runtime-level periodic work (GC, thread pool, diagnostics, or other background activity) rather than application code.
  • We also encountered a separate issue where DOTNET_DiagnosticPorts in Environment.txt (previously used for Mono debugging) caused the CoreCLR runtime to suspend at startup and never resume. Removing it fixed that issue, but the periodic FPS drops remain.
  • <UseMonoRuntime>true</UseMonoRuntime> is no longer supported in .NET 11 Preview 6+, so we cannot fall back to Mono to verify the regression on the same SDK version.

Metadata

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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[Android] Periodic frame rate drops (60→54 FPS; 6-10 consecutive frames c. every 5 seconds) with CoreCLR on .NET 11 — regression from Mono on .NET 10 #131370

Description

@janne-hmp

Description

We are developing a real-time roguelike game (GnollHack) using .NET MAUI with SkiaSharp (SKGLView) for rendering on Android. The game targets 60 FPS and achieves this consistently on .NET 10 with the Mono runtime.

As per the post by @davidortinau last week, we tested .NET MAUI 11 Preview 6 on Android to see how it compares with Mono Runtime in .NET 10. After upgrading to .NET 11 Preview 6+ (which uses CoreCLR exclusively on Android), we observe periodic (every 5 seconds or so) frame rate drops from 60 FPS to approximately 50–54 FPS (6-10 consecutive frames drop every 5 seconds or so), causing severe stutters in the game and making the game to feel continuously very jerky. These drops occur at regular intervals regardless of scene complexity, even on screens with very little drawing. The drops are clearly visible as jerkiness/microstutters during gameplay.

This appears to be a performance regression introduced by the Mono → CoreCLR transition on Android.

If @jfversluis or @jonathanpeppers or someone else already know a solution working for this in .NET MAUI 11, please let me know.

Expected Behavior

Consistent 60 FPS rendering, matching .NET 10 (Mono) performance.

Actual Behavior

Frame rate periodically drops to 50–54 FPS at regular intervals, causing visible jerkiness. The drops occur:

  • From the very start of the application
  • Regardless of scene complexity (even with minimal drawing)
  • At consistent, periodic intervals

Attempted Mitigations (none helped)

SettingResult
DOTNET_TieredCompilation=0No improvement
DOTNET_GCGen0MaxBudget=8000000 (128 MB)No improvement
DOTNET_gcServer=0 (Workstation GC)No improvement
Default CoreCLR settings (no tuning)Same periodic drops

Steps to Reproduce

  1. Create a .NET MAUI application targeting net11.0-android with a SkiaSharp SKGLView rendering at 60 FPS.
  2. Build and deploy to an Android device.
  3. Observe periodic frame rate drops from 60 to ~54 FPS at regular intervals.
  4. Compare with the same application targeting net10.0-android (Mono runtime) — no such drops occur.

Environment

  • .NET SDK: 11.0.100-preview.6 (or later)
  • Runtime: CoreCLR (Mono no longer available in Preview 6+)
  • Platform: Android (arm64)
  • Rendering: SkiaSharp SKGLView (OpenGL ES)
  • Target FPS: 60
  • Device: (Insert your test device and Android version here)
  • Comparison baseline: .NET 10 with Mono runtime — consistent 60 FPS, no drops

Additional Context

  • The application is a complex roguelike game with native C libraries linked via P/Invoke, FMOD audio, and multi-layer tile rendering.
  • The frame drops are not correlated with scene complexity, suggesting the cause is runtime-level periodic work (GC, thread pool, diagnostics, or other background activity) rather than application code.
  • We also encountered a separate issue where DOTNET_DiagnosticPorts in Environment.txt (previously used for Mono debugging) caused the CoreCLR runtime to suspend at startup and never resume. Removing it fixed that issue, but the periodic FPS drops remain.
  • <UseMonoRuntime>true</UseMonoRuntime> is no longer supported in .NET 11 Preview 6+, so we cannot fall back to Mono to verify the regression on the same SDK version.

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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[Android] Periodic frame rate drops (60→54 FPS; 6-10 consecutive frames c. every 5 seconds) with CoreCLR on .NET 11 — regression from Mono on .NET 10 #131370

Description

@janne-hmp

Description

We are developing a real-time roguelike game (GnollHack) using .NET MAUI with SkiaSharp (SKGLView) for rendering on Android. The game targets 60 FPS and achieves this consistently on .NET 10 with the Mono runtime.

As per the post by @davidortinau last week, we tested .NET MAUI 11 Preview 6 on Android to see how it compares with Mono Runtime in .NET 10. After upgrading to .NET 11 Preview 6+ (which uses CoreCLR exclusively on Android), we observe periodic (every 5 seconds or so) frame rate drops from 60 FPS to approximately 50–54 FPS (6-10 consecutive frames drop every 5 seconds or so), causing severe stutters in the game and making the game to feel continuously very jerky. These drops occur at regular intervals regardless of scene complexity, even on screens with very little drawing. The drops are clearly visible as jerkiness/microstutters during gameplay.

This appears to be a performance regression introduced by the Mono → CoreCLR transition on Android.

If @jfversluis or @jonathanpeppers or someone else already know a solution working for this in .NET MAUI 11, please let me know.

Expected Behavior

Consistent 60 FPS rendering, matching .NET 10 (Mono) performance.

Actual Behavior

Frame rate periodically drops to 50–54 FPS at regular intervals, causing visible jerkiness. The drops occur:

  • From the very start of the application
  • Regardless of scene complexity (even with minimal drawing)
  • At consistent, periodic intervals

Attempted Mitigations (none helped)

SettingResult
DOTNET_TieredCompilation=0No improvement
DOTNET_GCGen0MaxBudget=8000000 (128 MB)No improvement
DOTNET_gcServer=0 (Workstation GC)No improvement
Default CoreCLR settings (no tuning)Same periodic drops

Steps to Reproduce

  1. Create a .NET MAUI application targeting net11.0-android with a SkiaSharp SKGLView rendering at 60 FPS.
  2. Build and deploy to an Android device.
  3. Observe periodic frame rate drops from 60 to ~54 FPS at regular intervals.
  4. Compare with the same application targeting net10.0-android (Mono runtime) — no such drops occur.

Environment

  • .NET SDK: 11.0.100-preview.6 (or later)
  • Runtime: CoreCLR (Mono no longer available in Preview 6+)
  • Platform: Android (arm64)
  • Rendering: SkiaSharp SKGLView (OpenGL ES)
  • Target FPS: 60
  • Device: (Insert your test device and Android version here)
  • Comparison baseline: .NET 10 with Mono runtime — consistent 60 FPS, no drops

Additional Context

  • The application is a complex roguelike game with native C libraries linked via P/Invoke, FMOD audio, and multi-layer tile rendering.
  • The frame drops are not correlated with scene complexity, suggesting the cause is runtime-level periodic work (GC, thread pool, diagnostics, or other background activity) rather than application code.
  • We also encountered a separate issue where DOTNET_DiagnosticPorts in Environment.txt (previously used for Mono debugging) caused the CoreCLR runtime to suspend at startup and never resume. Removing it fixed that issue, but the periodic FPS drops remain.
  • <UseMonoRuntime>true</UseMonoRuntime> is no longer supported in .NET 11 Preview 6+, so we cannot fall back to Mono to verify the regression on the same SDK version.

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Projects

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    No status

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Issue actions