CoreGraphics uses CPU rasterization of primitives and that's the problem on modern displays.
Retina grade displays have ~9 times more pixels on surface than old 96 ppi monitors. So you need 10 times more performant CPUs for rendering - CPU rasterization is O(Npix) complex - as better (resolution) monitor you have as slow your UI.
On the other side games use GPUs (Metal, OpenGL) to render primitives. In that case CPUs just generate lists of primitive definitions in vector forms (polygons, etc.). Rasterization of those primitives is done in parallel by crowd of GPU processors. Therefore, games UI is not tied with monitor resolution directly - same [display] lists are generated by CPU for any monitor resolution. In that respect GPU accelerated UI rendering is O(1) complex.