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[Android] Idle apps keep the Choreographer running at ~60 doFrames/s (zero work, zero frames rendered) — four frame callbacks re-arm unconditionally #58367

Description

@capt-muji

Summary

Every React Native Android app keeps the main-thread Choreographer armed at ~60 doFrames/second while completely idle in the foreground — no timers pending, no animations running, no mount items, zero frames rendered — on every Android version we tested (API 28 → 36). It is pure CPU/battery waste present in stock template apps with zero app code or third-party dependencies involved.

Measured on a stock react-native@0.86.3 template app (npx @react-native-community/cli init --version 0.86.3), Release build, app foregrounded and settled, no interaction:

Device API doFrames / 10s idle median / p90 / max doFrame App process CPU Frames rendered (gfxinfo)
OnePlus 3T (SD820) 28 597–598 1.95 / 2.81 / 15.86 ms ~22.5% 0
OnePlus 5T (SD835) 29 599–601 0.99–1.82 / 2.11 / 14.67 ms ~9.3% 0
OPPO Find X8 (Dimensity 9400) 36 587–601 0.67–0.86 / 0.94–1.21 / 2.83 ms ~3.5–6.8% 0

The loop stops when the app is backgrounded (host pause) and restarts on resume. iOS is unaffected (Choreographer is Android-only).

Root cause

Four Android frame callbacks re-post themselves unconditionally at the end of their own doFrame, and are initially armed at host resume, with no pending-work check:

# Class Re-arm site (0.86.3)
1 JavaTimerManager$TimerFrameCallback JavaTimerManager.kt:317 — posts itself after every frame even with an empty timer queue
2 FabricEventDispatcher$ScheduleDispatchFrameCallback FabricEventDispatcher.kt:153 — doFrame re-posts unless stopped; events are actually dispatched synchronously in dispatchEvent, this callback only notifies BatchEventDispatchedListeners
3 NativeAnimatedModule$animatedFrameCallback$1 NativeAnimatedModule.kt:353 — enqueueFrameCallback() outside the hasActiveAnimations() guard (the guard protects the work, not the re-arm)
4 FabricUIManager$DispatchUIFrameCallback FabricUIManager.java:1666 — finally { schedule(); } re-schedules even when all queues drained

Runtime attribution: replacing ReactChoreographer with a logging build (log POST/RUN/REMOVE with callback class names) shows, in a 10s idle window on the stock template:

604 RUN  type=NATIVE_ANIMATED_MODULE cb=com.facebook.react.animated.NativeAnimatedModule$animatedFrameCallback$1
604 RUN  type=DISPATCH_UI            cb=com.facebook.react.fabric.FabricUIManager$DispatchUIFrameCallback
603 POST type=NATIVE_ANIMATED_MODULE cb=com.facebook.react.animated.NativeAnimatedModule$animatedFrameCallback$1
603 POST type=DISPATCH_UI            cb=com.facebook.react.fabric.FabricUIManager$DispatchUIFrameCallback

with the timers/dispatcher callbacks cycling the same way on stock builds (source-verified).

Reproduction

npx @react-native-community/cli@latest init repro --version 0.86.3 --skip-git-init
cd repro/android && ./gradlew assembleRelease
adb install -r app/build/outputs/apk/release/app-release.apk
adb shell am start -W -n com.repro/com.repro.MainActivity
# settle ≥40s, then:
adb shell atrace -t 10 -b 32768 view input -z -o /data/local/tmp/idle.atrace.gz
adb pull /data/local/tmp/idle.atrace.gz .
# → ≈600 "Choreographer#doFrame" sections for the app pid, each containing only
#   an empty "animation" stage; Android 16 also exposes DoFrameCB-IsEmptyDoFrame=1
adb shell dumpsys gfxinfo com.repro reset && sleep 10 \
  && adb shell dumpsys gfxinfo com.repro | grep "Total frames rendered"   # → 0

Control: a raw Java Activity with setContentView(new View(this)) and zero dependencies receives 0 doFrames at idle — the OS floor is clean; this is entirely framework-driven.

Validation of the fix direction

Patched-framework experiments on the stock template (Find X8):

Proposed fix

Make each pump re-arm only when it has work, re-arming lazily from its registration path (PR to follow):

  1. TimerFrameCallback.doFrame: re-post only if (timers.isNotEmpty()); re-arm from createTimer.
  2. ScheduleDispatchFrameCallback.doFrame: never re-post (one-shot per schedule request).
  3. animatedFrameCallback.doFrameGuarded: enqueueFrameCallback() inside the hasActiveAnimations() branch; re-arm in didDispatchMountItems after operation batches execute (startAnimatingNode et al.).
  4. DispatchUIFrameCallback.doFrameGuarded: re-schedule only while mount items remain pending.

The newer subsystems (AnimationBackend, EventBeat) already follow this demand-gated pattern — these four are the legacy stragglers.

Impact

Every RN Android app, on every Android version, burns main-thread CPU at vsync rate whenever its screen is merely visible — reading, idling, screen-on standby. Worst on low-end hardware (22.5% of one core measured on a 2016 SoC) where it also competes with real frame work (15.9ms worst-case idle doFrames measured). After the fix, idle RN apps are frame-silent like native apps, with no behavior change whenever work exists.

Activity

  1. react-native-bot commented on Sep 6, 2026

    @react-native-bot
    Collaborator

    Warning

    Missing reproducer: We could not detect a reproducible example in your issue report. Reproducers are mandatory and we can accept only one of those as a valid reproducer:


    You can read more about about it on our website: How to report a bug.

  2. capt-muji commented on Sep 7, 2026

    @capt-muji
    ContributorAuthor

    Reproducer added per the bot's request: #58369 (RNTesterPlayground edited to render an empty View — the framework-level loop shows with zero app code; repro commands in the PR description and in this issue's body). Fix proposal: #58368.

  3. javache commented on Sep 7, 2026

    @javache
    Contributor

    Some prior art to investigate: we had a feature flag enableOnDemandReactChoreographer which tried similar changes (#41658, #41606, #41671) and was eventually removed in #43044)

  4. capt-muji commented on Sep 7, 2026

    @capt-muji
    ContributorAuthor

    Thanks @javache, really useful pointers. I went through all four diffs and compared them against the four PRs linked from this issue. Here is what I found, plus one question at the end.

    Why our search missed these

    Our PR descriptions claim a prior-art search came up empty. These four escaped it: we searched current main and open PRs, but the experiment was fully reverted by February 2024, so there was nothing left on main to find. We should have grepped release branches for the flag name too.

    Timeline of enableOnDemandReactChoreographer

    When Diff What it did Outcome
    Nov 2023 #41606 NativeAnimatedModule: skip the NATIVE_ANIMATED_MODULE re-post when hasActiveAnimations() is false Landed, then backed out
    Nov 2023 #41658 FabricEventDispatcher: one-shot dispatch callback, no self re-post Landed, later removed
    Nov 2023 #41671 Backout of #41606, days after it landed "caused performace problems with react app"
    Feb 2024 #43044 Removed the flag and the remaining on-demand paths in FabricUIManager, MountItemDispatcher, FabricEventDispatcher Experiment abandoned

    What I think broke in #41606

    The gate was hasActiveAnimations(), but the only re-arm trigger that diff added was OP_CODE_START_ANIMATING_NODE inside the Java operations loop. Anything producing animation work outside that single op-code had no way to wake the callback back up, for example:

    • animations driven through the C++ shared animated backend, where the Java nodesManager may report no active animations
    • event-driven animation registrations and value updates from Animated.event
    • anything started in the window after a frame observed an empty queue and disarmed the callback

    If the internal app runs the C++ backend, the first bullet would stall or freeze animations there while OSS JS-backend apps look fine, which is consistent with "performance problems with react app". Is that close to what actually happened, or was the failure something else? This also lines up with the open question for @zeyap on #58377, and separately Reanimated parks its worklet runloop on this same slot.

    How the four PRs here differ

    The design rule we followed: the code path that submits work is the same code path that re-arms the callback, on every entry point.

    PR Slot Disarm condition Re-arm coverage
    #58375 TIMERS_EVENTS timer queue drained every createTimer, with a UI-thread hop
    #58376 event dispatch one-shot by design every event enqueue via the existing dispatch path
    #58377 NATIVE_ANIMATED_MODULE hasActiveAnimations() false every addOperation, addUnbatchedOperation, addPreOperation, plus after each executed batch
    #58378 DISPATCH_UI no pending mount items every MountItemDispatcher enqueue via onItemsQueued

    For #58378 specifically: the old FabricUIManager.postChoreographerCallbackIfNecessary armed from wrapper methods on FabricUIManager; this PR hooks the dispatcher itself, which every enqueue path must pass through, including ones that bypass those wrappers. The old code also carried a comment warning that double-scheduling could deadlock with LayoutAnimations; the single-schedule invariant is preserved through the existing idempotent schedule().

    Validation so far

    The loop being targeted, measured stock on three device tiers at idle:

    Device Idle doFrames per 10s Idle CPU Frames rendered
    OnePlus 3T, SD820 597 to 598 ~22.5% 0
    OnePlus 5T, SD835 599 to 601 ~9.3% 0
    OPPO Find X8, Dimensity 9400 587 to 601 ~3.3 to 6.8% 0

    Flag-on builds of all four, backported to 0.86.3 and soaked on the 3T in foreground and background: three of the four slots fully disarmed at idle (the app keeps live timers, so TIMERS_EVENTS correctly stays armed), and timers, events, animations and mounts were all serviced with no starvation.

    Asks

    1. If anyone remembers the concrete failure mode from the internal rollout, we will build a targeted repro for exactly that before pushing these further.
    2. If the C++ backend makes the animation slot permanently unsafe to gate, the other three slots are independent of it and we would still welcome a review of those.
  5. capt-muji commented on Sep 7, 2026

    @capt-muji
    ContributorAuthor

    Self-review follow-up on the analysis above

    Reading the old FabricUIManager condition (hasMountItems() || mDriveCxxAnimations) against current main exposed a real gap in one of our own PRs.

    The bug:

    The fix:

    • d45be0e restores the equivalent condition
    • plus a re-arm in onAnimationStarted for sessions that begin while idle

    In other words, reading the old experiment's code caught a live bug in our port before any reviewer had to.

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