I'm getting some intermittent bottlenecks on my 2D OpenGL ES iPhone game. When I profiled it in Shark, nothing remarkable came up. In the game, the background takes up the whole screen and I have about 7-8 smaller sprites continuously moving across the screen. For the most part it runs smoothly, but every now and then I'll get a small frame stutter. Is this a common issue with games that have constant movement?
Also, as a side note, I am calling glClear(GL_COLOR_BUFFER_BIT); after each frame is rendered. If I leave this out, I still get some occasional frame skipping, but it's less frequent than if I leave the glClear call in. I'm also using a single spritesheet texture for all my game sprites.