Difference in device FPS iphone 6 and iphone 5 Spritekit - iphone

So i've found a lot of threads regarding the change in fps to 30 while testing on simulators inside the computer, but I haven't found any threads explaining why an iPhone 6 can run a game at 60fps but then an iPhone 5 runs the same game at 30fps. I am testing on actual devices not simulators and this problem is occuring. Im running into this issue while using Xcode 6 and SpriteKit. Any help would be great.
Thanks,
Chris

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Atlas images wrong size on iPad iOS 9

Since upgrading to iOS 9 I have this strange issue with image atlases in my SpriteKit game.
In my game I have a StartScene, a MenuScene and a GameScene.
In all 3 scenes I am using atlases for my enemies so I can animate them. All worked fine on all devices but since upgrading iOS 9 it causes me issues on iPads.
On my iPad when I launch the game the enemies in StartScene are about 3 times as big as they should be. Whats strange is that when I move to menuScene or gameScene the enemies are normal size.
When I tell my game to launch straight into MenuScene I have the same problem, enemies are way to big until I change to another scene.
This happened as soon as I run my game on iOS 9 and even after I upgraded to swift 2 and Xcode 7 I am still having this issue.
Anyone seeing this too, I have no clue what could cause this and how to fix it. Is this just a terrible iOS 9 bug?
Thanks for any help.
I saw there's a new option in the Xcode assets. If you click on the plus sign and select Sprite Kit Asset, you may fix the problem.
This was purely an iOS 9 bug and I believe was fixed. The initial code for my game was not doing any SKScene scaling, I did it all manually for every device, which was a terrible idea. Since asking this question I have change the way my scenes are scaled (AspectFill) so I am not 100% sure if this bug is still occurring.

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I've asked my classmates, and teacher and none of us cannot figure out why.
Rep too low for image. When I run the iPhone simulator for the iPhone 4S, the resolution displayed is 1024x768.
If closing the Simulator and Xcode doesn't fix it, try changing the simulated device type manually from the Simulator menu.
Try setting iOS Simulator Window->Scale to 50%, this seems to have fixed the issue for me for almost all my simulators. Preview of iOS 6 Simulator below.

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The results of the iPhone 4 are terrible, one iteration takes 15 seconds. In the iPhone 4S on iteration takes 8 seconds.
So with our algorithms:
iPhone4 is 15x slower than an iPad2
iPhone4S is 7-8x slower than an iPad2
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Anybody who can point us in the right direction?
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I recently ported a project from Cocos2d 1.1 to 2.0. So far everything is working great, but I've noticed that the frame rate drops from 60 fps to around 40-50 fps on the iPhone 4 and the iPod Touch 4. Other devices I have tried (iPads 1 & 3, iPhone 4s) still run at 60.
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Since this happened after upgrading from cocos2d 1.1 to 2.0, there's the possibility that the 4th generation iPhone devices don't run OpenGL ES 2.0 code (shaders) as fast as the other devices. It could also be an issue with cocos2d 2.0 itself. Unless you really need to use a feature of cocos2d 2.0 (ie shaders) the easiest approach would be to simply go back to cocos2d 1.1. If you aren't writing shaders, cocos2d v1.1 is just the same as 2.0 in terms of features (at this point in time).
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