I am working with SteamVR to make a game for the HTC Vive, and I have noticed some spikes in CPU time that, according to the profiler, are due primarily to VR.WaitForGPU. I am confused as to why this function is even necessary since GPU operations are asynchronous with CPU operations. This is currently a major roadblock in development since it is cutting my framerate roughly in half (~110 down to ~50). Since this performance hit is unacceptable, especially for for VR games, I was wondering if there is a way to get around this.
Thanks in advance!
I am using Unity 5.4.0b17