Hello everyone, we are facing a performance issue on our VR game that we do not fully understand. We are targetting the WMR headsets, and for now we are going through SteamVR to handle our headset. Rendering of the game is ok while being in the editor and not using the headset. When we start our game in VR, we can see heavy jitters in the rendering. We started digging with Unity profiler and found out that the framerate is like a seesaw, with the CPU usage graph showing a lot of Vsync. We understood that SteamVR/OpenVR does a vsync mechanism with a method called waitGetPoses(), and that the problem is to be found underneath. Onto the rendering thread, we can see that the the call to GfxProcesscommands sometimes goes way beyond the standard time for a frame. By digging further, we found that we are waiting the end of a call to XR.DeviceSDK(), taking up to 16ms. Here is an example of profiling done in the editor : Our camera renders in time, and then we wait for the XR.DeviceSDK to end up. Digging further, we dediced to bypass SteamVR and build our game as an Universal Windows App, to get rid of a layer in the pipeline. The situation got worse, but we were able to track one level deeper and see a call to WindowsMR.Present() : Now we are a bit stuck in our investigations... Did anyone encounter a similar issue ? What does unity do in the call to XR.DeviceSDK ? Could it be that we are doing something wrong in our game, and that it has an influence in the DeviceSDK stage ? Any help appreciated ! Thanks.