Hi,
I have a simple scene, all standard ngui sprites, 3 panels and 60-70 sprites, not so many draw calls and verts/tris, no special shaders, no post processing shaders, no clipping panels.
Why cpu-waits-gpu time is so high? Value changes over time, some times it is 0, some times it is 3-4.
On 60 fps, i can see some motion lags when cpu-waits-gpu is greater than 1. Testing on iPad mini 2, iOS 8.
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iPhone Unity internal profiler stats:
cpu-player> min: 8.4 max: 10.6 avg: 9.2
cpu-ogles-drv> min: 0.5 max: 1.3 avg: 0.5
cpu-present> min: 4.5 max: 9.4 avg: 6.7
cpu-waits-gpu> min: 4.5 max: 9.4 avg: 6.7
msaa-resolve> min: 0.0 max: 0.0 avg: 0.0
frametime> min: 14.2 max: 19.5 avg: 16.6
draw-call #> min: 12 max: 12 avg: 12 | batched: 0
tris #> min: 466 max: 466 avg: 466 | batched: 0
verts #> min: 932 max: 932 avg: 932 | batched: 0
player-detail> physx: 0.2 animation: 0.0 culling 0.0 skinning: 0.0 batching: 0.0 render: 2.3 fixed-update-count: 0 .. 1
mono-scripts> update: 3.4 fixedUpdate: 0.0 coroutines: 0.0
mono-memory> used heap: 7618560 allocated heap: 8036352 max number of collections: 0 collection total duration: 0.0
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