Hi, it seems that occlusion culling in Unity 5 creates unusually large spikes on the CPU in the profiler. I've noticed this problem in multiple scenes, in multiple projects, and have reproduced it in a simple scene with a few cubes in it. There is only one camera, one directional light and 9 cubes using the standard specular shader. The cubes are marked as occluder and occludee static, and the occlusion culling settings are default. Here is a screenshot of the scene : I saw a post with a similar problem, which was solved by removing occlusion culling on a second camera that should not have used it. However, in this case I only have one camera, and it needs occlusion culling.