PostLateUpdate.FinishFrameRendering

I’m using a Mac on Metal to run my scene. As seen here in the profiler I am receiving a massive performance spike from PostLateUpdate.FinishFrameRendering. Specifically, Gfx.WaifForPresent.

I know it’s something related to the CPU having to wait for the GPU or something like that, but how can I resolve this issue?

https://forum.unity.com/threads/profiling-postlateupdate-finishframerendering-radically-different-render-times-per-frame.528388/

this suggests disabling the 32 bit display buffer in player resolution settings

I’ve got the same issue :frowning: