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I'm not sure how but it doesn't seem to use that much processing power. My 5 year old apple watch seems to render the glass UI fairly well and I assume this thing has the bare minimum processing power.


It's a GPU shader(s), so you'd have to measure its resource usage indirectly (device heating up; shorter battery life).


Why do you insist that the Watch uses the same exact code to render the glass?


iOS has been applying a gaussian blur to various UI layers for years so there likely isn’t a big incremental performance hit for this graphical effect




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