diff --git a/docs/KnownIssues.md b/docs/KnownIssues.md
index 53a65e4e2..766f4b7ea 100644
--- a/docs/KnownIssues.md
+++ b/docs/KnownIssues.md
@@ -4,7 +4,7 @@ title: Known Issues
layout: docs
category: Guides
permalink: docs/known-issues.html
-next: native-modules-ios
+next: performance
---
### Missing Modules and Native Views
diff --git a/docs/Performance.md b/docs/Performance.md
new file mode 100644
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@@ -0,0 +1,309 @@
+---
+id: performance
+title: Performance
+layout: docs
+category: Guides
+permalink: docs/performance.html
+next: native-modules-ios
+---
+
+A compelling reason for using React Native instead of WebView-based
+tools is to achieve 60 FPS and a native look & feel to your apps. Where
+possible, we would like for React Native to do the right thing and help
+you to focus on your app instead of performance optimization, but there
+are areas where we're not quite there yet, and others where React Native
+(similar to writing native code directly) cannot possibly determine the
+best way to optimize for you and so manual intervention will be
+necessary.
+
+This guide is intended to teach you some basics to help you
+to troubleshoot performance issues, as well as discuss common sources of
+problems and their suggested solutions.
+
+### What you need to know about frames
+
+Your grandparents' generation called movies ["moving
+pictures"](https://www.youtube.com/watch?v=F1i40rnpOsA) for a reason:
+realistic motion in video is an illusion created by quickly changing
+static images at a consistent speed. We refer to each of these images as
+frames. The number of frames that is displayed each second has a direct
+impact on how smooth and ultimately life-like a video (or user
+interface) seems to be. iOS devices display 60 frames per second, which
+gives you and the UI system about 16.67ms to do all of the work needed to
+generate the static image (frame) that the user will see on the screen
+for that interval. If you are unable to do the work necessary to
+generate that frame within the allotted 16.67ms, then you will "drop a
+frame" and the UI will appear unresponsive.
+
+Now to confuse the matter a little bit, open up the developer menu in
+your app and toggle `Show FPS Monitor`. You will notice that there are
+two different frame rates.
+
+#### JavaScript frame rate
+
+For most React Native applications, your business logic will run on the
+JavaScript thread. This is where your React application lives, API calls
+are made, touch events are processed, etc... Updates to native-backed
+views are batched and sent over to the native side at the end of each iteration of the event loop, before the frame deadline (if
+all goes well). If the JavaScript thread is unresponsive for a frame, it
+will be considered a dropped frame. For example, if you were to call
+`this.setState` on the root component of a complex application and it
+resulted in re-rendering computationally expensive component subtrees,
+it's conceivable that this might take 200ms and result in 12 frames
+being dropped. Any animations controlled by JavaScript would appear to freeze during that time. If anything takes longer than 100ms, the user will feel it.
+
+This often happens during Navigator transitions: when you push a new
+route, the JavaScript thread needs to render all of the components
+necessary for the scene in order to send over the proper commands to the
+native side to create the backing views. It's common for the work being
+done here to take a few frames and cause jank because the transition is
+controlled by the JavaScript thread. Sometimes components will do
+additional work on `componentDidMount`, which might result in a second
+stutter in the transition.
+
+Another example is responding to touches: if you are doing work across
+multiple frames on the JavaScript thread, you might notice a delay in
+responding to TouchableOpacity, for example. This is because the JavaScript thread is busy and cannot process the raw touch events sent over from the main thread. As a result, TouchableOpacity cannot react to the touch events and command the native view to adjust its opacity.
+
+#### Main thread (aka UI thread) frame rate
+
+Many people have noticed that performance of `NavigatorIOS` is better
+out of the box than `Navigator`. The reason for this is that the
+animations for the transitions are done entirely on the main thread, and
+so they are not interrupted by frame drops on the JavaScript thread.
+([Read about why you should probably use Navigator
+anyways.](/docs/navigator-comparison.html))
+
+Similarly, you can happily scroll up and down through a ScrollView when
+the JavaScript thread is locked up because the ScrollView lives on the
+main thread (the scroll events are dispatched to the JS thread though,
+but their receipt is not necessary for the scroll to occur).
+
+### Common sources of performance problems
+
+#### Development mode (dev=true)
+
+JavaScript thread performance suffers greatly when running in dev mode.
+This is unavoidable: a lot more work needs to be done at runtime to
+provide you with good warnings and error messages, such as validating
+propTypes and various other assertions.
+
+#### Slow navigator transitions
+
+As mentioned above, `Navigator` animations are controlled by the
+JavaScript thread. Imagine the "push from right" scene transition: each
+frame, the new scene is moved from the right to left, starting offscreen
+(let's say at an x-offset of 320) and ultimately settling when the scene sits
+at an x-offset of 0. Each frame during this transition, the
+JavaScript thread needs to send a new x-offset to the main thread.
+If the JavaScript thread is locked up, it cannot do this and so no
+update occurs on that frame and the animation stutters.
+
+Part of the long-term solution to this is to allow for JavaScript-based
+animations to be offloaded to the main thread. If we were to do the same
+thing as in the above example with this approach, we might calculate a
+list of all x-offsets for the new scene when we are starting the
+transition and send them to the main thread to execute in an
+optimized way. Now that the JavaScript thread is freed of this
+responsibility, it's not a big deal if it drops a few frames while
+rendering the scene -- you probably won't even notice because you will be
+too distracted by the pretty transition.
+
+Unfortunately this solution is not yet implemented, and so in the
+meantime we should use the InteractionManager to selectively render the
+minimal amount of content necessary for the new scene as long as the
+animation is in progress. `InteractionManager.runAfterInteractions` takes
+a callback as its only argument, and that callback is fired when the
+navigator transition is complete (each animation from the `Animated` API
+also notifies the InteractionManager, but that's beyond the scope of
+this discussion).
+
+Your scene component might look something like this:
+
+```js
+class ExpensiveScene extends React.Component {
+ constructor(props, context) {
+ super(props, context);
+ this.state = {renderPlaceholderOnly: true};
+ }
+
+ componentDidMount() {
+ InteractionManager.runAfterInteractions(() => {
+ this.setState({renderPlaceholderOnly: false});
+ });
+ }
+
+ render() {
+ if (this.state.renderPlaceholderOnly) {
+ return this._renderPlaceholderView();
+ }
+
+ return (
+
+ Your full view goes here
+
+ );
+ }
+
+
+ _renderPlaceholderView() {
+ return (
+
+ Loading...
+
+ );
+ }
+};
+```
+
+You don't need to be limited to rendering some loading indicator, you
+could alternatively render part of your content -- for example, when you
+load the Facebook app you see a placeholder news feed item with grey
+rectangles where text will be. If you are rendering a Map in your new
+scene, you might want to display a grey placeholder view or a spinner
+until the transition is complete as this can actually cause frames to be
+dropped on the main thread.
+
+#### ListView initial rendering is too slow or scroll performance is bad for large lists
+
+This is an issue that comes up frequently because iOS ships with
+UITableView which gives you very good performance by re-using underlying
+UIViews. Work is in progress to do something similar with React Native,
+but until then we have some tools at our disposal to help us tweak the
+performance to suit our needs. It may not be possible to get all the way
+there, but a little bit of creativity and experimentation with these
+options can go a long way.
+
+##### initialListSize
+
+This prop specifies how many rows we want to render on our first render
+pass. If we are concerned with getting *something* on screen as quickly
+as possible, we could set the `initialListSize` to 1, and we'll quickly
+see other rows fill in on subsequent frames. The number of rows per
+frame is determined by the `pageSize`.
+
+##### pageSize
+
+After the initial render where `initialListSize` is used, ListView looks
+at the `pageSize` to determine how many rows to render per frame. The
+default here is 1 -- but if your views are very small and inexpensive to
+render, you might want to bump this up. Tweak it and find what works for
+your use case.
+
+##### scrollRenderAheadDistance
+
+"How early to start rendering rows before they come on screen, in pixels."
+
+If we had a list with 2000 items and rendered them all immediately that
+would be a poor use of both memory and computational resources. It would
+also probably cause some pretty awful jank. So the scrollRenderAhead
+distance allows us to specify for far beyond the current viewport we
+should continue to render rows.
+
+##### removeClippedSubviews
+
+"When true, offscreen child views (whose `overflow` value is `hidden`)
+are removed from their native backing superview when offscreen. This
+can improve scrolling performance on long lists. The default value is
+false."
+
+This is an extremely important optimization to apply on large ListViews.
+On Android the `overflow` value is always `hidden` so you don't need to
+worry about setting it, but on iOS you need to be sure to set `overflow:
+hidden` on row containers.
+
+#### My component renders too slowly and I don't need it all immediately
+
+It's common at first to overlook ListView, but using it properly is
+often key to achieving solid performance. As discussed above, it
+provides you with a set of tools that lets you split rendering of your
+view across various frames and tweak that behavior to fit your specific
+needs. Remember that ListView can be horizontal too.
+
+#### JS FPS plunges when re-rendering a view that hardly changes
+
+If you are using a ListView, you must provide a `rowHasChanged` function
+that can reduce a lot of work by quickly determining whether or not a
+row needs to be re-rendered. If you are using immutable data structures,
+this would be as simple as a reference equality check.
+
+Similarly, you can implement `shouldComponentUpdate` and indicate the
+exact conditions under which you would like the component to re-render.
+If you write pure components (where the return value of the render
+function is entirely dependent on props and state), you can leverage
+PureRenderMixin to do this for you. Once again, immutable data
+structures are useful to keep this fast -- if you have to do a deep
+comparison of a large list of objects, it may be that re-rendering your
+entire component would be quicker, and it would certainly require less
+code.
+
+#### Dropping JS thread FPS because of doing a lot of work on the JavaScript thread at the same time
+
+"Slow Navigator transitions" is the most common manifestation of this,
+but there are other times this can happen. Using InteractionManager can
+be a good approach, but if the user experience cost is too high to delay
+work during an animation, then you might want to consider
+LayoutAnimation.
+
+The Animated api currently calculates each keyframe on-demand on the
+JavaScript thread, while LayoutAnimation leverages Core Animation and is
+unaffected by JS thread and main thread frame drops.
+
+One case where I have used this is for animating in a modal (sliding
+down from top and fading in a translucent overlay) while
+initializing and perhaps receiving responses for several network
+requests, rendering the contents of the modal, and updating the view
+where the modal was opened from. See the Animations guide for more
+information about how to use LayoutAnimation.
+
+Caveats:
+- LayoutAnimation only exists on iOS.
+- LayoutAnimation only works for fire-and-forget animations ("static"
+ animations) -- if it must be be interruptible, you will need to use
+Animated.
+
+#### Moving a view on the screen (scrolling, translating, rotating) drops UI thread FPS
+
+This is especially true when you have text with a transparent background
+positioned on top of an image, or any other situation where alpha
+compositing would be required to re-draw the view on each frame. You
+will find that enabling `shouldRasterizeIOS` or `renderToHardwareTextureAndroid`
+can help with this significantly.
+
+Be careful not to overuse this or your memory usage could go through the
+roof. Profile your performance and memory usage when using these props. If you don't plan to move a view anymore, turn this property off.
+
+#### Animating the size of an image drops UI thread FPS
+
+On iOS, each time you adjust the width or height of an Image component
+it is re-cropped and scaled from the original image. This can be very expensive,
+especially for large images. Instead, use the `transform: [{scale}]`
+style property to animate the size. An example of when you might do this is
+when you tap an image and zoom it in to full screen.
+
+#### My TouchableX view isn't very responsive
+
+Sometimes, if we do an action in the same frame that we are adjusting
+the opacity or highlight of a component that is responding to a touch,
+we won't see that effect until after the `onPress` function has returned.
+If `onPress` does a `setState` that results in a lot of work and a few
+frames dropped, this may occur. A solution to this is to wrap any action
+inside of your `onPress` handler in `requestAnimationFrame`:
+
+```js
+handleOnPress() {
+ // Always use TimerMixin with requestAnimationFrame, setTimeout and
+ // setInterval
+ this.requestAnimationFrame(() => {
+ this.doExpensiveAction();
+ });
+}
+```
+
+### Profiling
+
+Use the built-in Profiler to get detailed information about work done in
+the JavaScript thread and main thread side-by-side.
+
+For iOS, Instruments are an invaluable tool, and on Android you should
+learn to use systrace.