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    copied!<p>In one of my applications, I switched from NSOpenGLView to a CAOpenGLLayer, then ended up going back because of a few issues with the update mechanism on the latter. However, that's different from the performance issues you're reporting here.</p> <p>In your case, I believe that the way you're performing the update of your layer contents may be to blame. First, using NSTimer to trigger a redraw does not guarantee that the update events will align well with the refresh rate of your display. Instead, I'd suggest setting the CAOpenGLLayer's <code>asynchronous</code> property to YES and using the <code>–canDrawInCGLContext:pixelFormat:forLayerTime:displayTime:</code> to manage the update frequency. This will cause the OpenGL layer to update in sync with the display, and it will avoid the context locking that you're doing.</p> <p>The downside to this (which is also a problem with your NSTimer approach) is that the CAOpenGLLayer delegate callbacks are triggered on the main thread. If you have something that blocks the main thread, your display will freeze. Likewise, if your OpenGL frame updates take a while, they may cause your UI to be less responsive.</p> <p>This is what caused me to use a CVDisplayLink to produce a triggered update of my OpenGL content on a background thread. Unfortunately, I saw some rendering artifacts when updating my CAOpenGLLayer with this, so I ended up switching back to an NSOpenGLView. Since then, I've encountered a way to potentially avoid these artifacts, but the NSOpenGLView has been fine for our needs so I haven't switched back once again.</p>
 

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