Our iPad / iPhone design app (Swift + UIKit/SwiftUI, PencilKit, and Metal) still shrinks large canvases even though I already implemented a 3 × 3 tiled renderer (each tile 4096 × 4096). A 70 × 70 cm canvas set to 300 DPI should remain 8 267 × 8 267 px, yet at runtime the view slips to ~3 637 × 3 637 px. I have confirmed that no warnings or errors surface in the logs; the fault appears to sit squarely in the view-rendering path where an old UIKit fallback cap (~1 638 × 1 638 px) is still applied. What I need from you • Trace and eliminate every code path that introduces hidden down-scaling, whether in the CATiledLayer-backed view, the Metal layer, or any intermediate UIImage/Core Graphics bridge. • Prove that the canvas renders on-screen at full resolution and that exported PNG/PDF assets preserve the exact 8 267 × 8 267 px dimensions. • Keep the existing Metal tiling grid intact, bypassing per-texture limits on devices that support it, while gracefully degrading on older hardware. Acceptance check If I open the app on any current iPhone or iPad, draw, and export, the resulting file must read 8 267 × 8 267 px in Preview without any scaling metadata, and a physical print at 300 DPI must measure exactly 70 × 70 cm. Relevant stack Swift 5.x, UIKit/SwiftUI hybrid views, PencilKit input, Metal texture tiling, CATiledLayer, PDFKit (for export). All code is available in a private repo and builds with Xcode 15. Once the precision issue is gone, I’ll run a final print test and sign off the milestone.