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Performance spikes observed in unity profiler after adding the google-VR module
while a simple mobile unity game project (or a simple project with a cube and a camera) provides almost uniform CPU time with less variation while profiling it.
But adding the googleVR (tried latest and old versions) module to it, split into left and right eye (GVRviewer) and profile the VR mobile app provides a lot of spikes or variations which is due to VR.waitforGPU() and in turn gfx.processcommands(). can anyone please tell me what's the reason behind those performance spikes while adding GVR module ?
I have tried multiple optimizations (e.g. static batching, disabling vsync, optimizing mesh data) but nothing seems to be useful. Is there any possible way to get rid of this issue?
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