Unity5.1 released android game is Gfx. Waitforpresent value is very high

Unity5.1 released android game is Gfx. Waitforpresent value is very high, 70% of the total consumption of me, my project is to use two pieces of cloth and a parallel light shadow, the total number of surface in 40 k, 60 DrawCalls consumption, and then I closed the vertical synchronization, found that Gfx. Waitforpresent value did not change, I’ll I closed the real-time shadow again, this time miracle appeared Gfx waitforpresent is 0%, I don’t know what is the cause.I later on another computer to do a demo, the real-time shadows but Gfx. Waitforpresent no overhead.Gfx. Waitforpresent is related to my computer?Hope someone can help me, I was dizzy.Gfx. Waitforpresentd under what circumstances would produce?

This just means the CPU is done with the work required to build the next frame and the GPU is waiting for vertical sync before it starts the next frame. See the discussion here.