Hello all, I am seeing massive CPU spikes in the profiler at SpriteRenderer.MultipleRender for a specific device. This is on a Samsung S4, one of the test device for older/slower handset. Here is the profiler below. Notice that the spikes are not on every frames, but frequent. For comparison, here is the profiler of another device at the exact same point in the game (this one suffers from thermal throttling, hence the graph looking different at the beginning and end) What's up with those spikes? The game is released, so already pretty optimized. I'm not talking of a crazy scene with 10000 sprites here. It runs fine on plenty of hardware from old phones to PC. Unity: 2018.2.14f1 Test device with problem: Samsung Galaxy S4 Test device without the problem: LG K4 I tested using the Scriptable Render Pipeline and the exact same beheviour is observed.