graphics.presentandsync

GPU profiling
graphics.presentandsync > Device.precent 26mc
camera.render >1.2mc

simple scene (one light, fly sphere and static cube. fast shaders from holokit, without maps, skybox, ambient, reflect, etc. Spattial mapping - off.) Quality settings fastest (don’t sync). Release build.

presentandsync, what does it mean ?
HoloLens device oortal performance tools show missed vblanks per second: 30-40. vsync work anyway? It can be fixed?

I have the same problem, can someone give an answer of this please? I see a lot of posts of this problem and I don’t see a real solution never :S

I just talked to someone on our QA team that verifies performance - he says he always activates latent frame presentation by default, and disables it if he needs to test without it.

https://docs.unity3d.com/ScriptReference/VR.WSA.HolographicSettings.ActivateLatentFramePresentation.html