Performance problems TransparentGeometry

hey. im new in this forum.
i have huge problems whit transparent rendering spikes in my project:

project; a simple 2d sidescroller Hillclimb racing like game

on my 1. testdevice (Cat S60 Android 6.1 Cat S60 - Full phone specifications)
the project works just fine no spikes from transparent rendering.
you can see this in the atached CAT_S60 profiler screenshot how it should work.

on my second device a HTC One M8(HTC One (M8) - Full phone specifications)
i have huuuge (10-15 ms) Transparent Render Spikes.
in the 2 screenshots you can see the spike-screenshot from profiler
and a “normal” frame in profiler wher no transparent render spike appears.
the 2 frames are in the same second on same scene.

i read a lot and try even more to solve this problem!
i reduce my rendertime a lot allready, i have around 20 batches/frame

  • gles 2.0 vs 3.0 > no major difference
  • try all sorts of graphics settings. even on ultra low settings whit halfed resolution the spikes appears
  • not moving text/images on canvas > almost no impact
  • set maximal one guiText per frame > no impact

as u can see the physics usage in % on the CAT_S60 is higher then on the HTC_One
wich means the htc is even faster then the Cat!

i realy dont know what to do or how to research further! pleas help

(sorry for my english)

Solved!
The problem is the Adreno 330 graphics chip in the HTC One m8!
uncheck the multithreaded Rendering in the Edity>ProjectSettings>Player>Other Settings>Multithreaded Rendering

list of phones whit the Adrino 330 Chipset:

Thanks for all your sugestions!!! ^^