Hi all As you can see, gfx.waitforpresent is causing all sorts of lag in my project. I've been doing a ton of research and it seems this stuttering and lag is a long time issue. Some cause I'm sure this is NOT being caused by. - v sync - shaders - shadow map settings - shadows in general - the profiler running - garbage collection ( I'm, not 100% but the intervals for garbage collection do not align with lag spikes) A couple of questions, in the bottom set of graphs, the orange moves up. My mesh count jumps from 19 to 124. I have nothing in my scene to start with. Any ideas what these additional 105 objects are? Secondly, is there any progress with identifying the cause of these fps issues? It seems its been around for at least the last two years and I can't seem to find anyone with anything solid. Closest I can get to a correlation is CPU multithreading. Lots of people claim, for android, turning off multithreading helps. On my machine, I can change the amount of gfx.waitforpresent by changing how many CPUs I assign to unity, however, nothing seems to remove completely. My actual project is lots of slow camera pans and the stuttering looks awful! I'd really love some help on this if possible? Many thanks for reading Will.