Gfx.WaitForPresent

So recently we updated to 4.3 Pro and I have found that the editor seems to run the game slower in game mode than what it was like in 4.2. My first thought was due to the use of some RenderToCubemaps I was using, that I assumed could be quite costly but when I went to the profiler, I took a look at the script with the replacement shader/Render to cubemap and found gfx.waitforpresent was eating up around 80% of general processing time.

I know with vSync enabled, there is a wait with WaitForTargetFPS which helps locking framerate, however I’m not entirely sure gfx.WaitForPresent is trying to do the same thing as I have disabled vSync and have even stopped the game running most of the scripts and rendering of certain objects, still to find that waitforpresent is eating 90% of the CPU time:

I was wondering if anyone could shed some light on what this might be, whether it is a known issue or if there is any way to stop it from happening?

I believe Gfx.WaitForPresent use to be called Device.present in older versions of Unity and is a process of waiting. So your refresh rate may be too slow or two fast and cpu has to wait for gpu or vice versa.

I have the same issue.

me three, anyone has a solution for it?

I’ve had this problem for awhile now and it is ruining my project. It showed up out of nowhere. I was getting over 100 fps before and now I can’t get over 40. No vsync and I’ve tried disabling everything in my scene…