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Unity Profiler spikes "RenderForwardOpaque.Render / Clear" in GearVR build?

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Hi all and thanks for taking the time to look.

I'm in the middle of putting together a Unity game and have been tinkering with a Gear VR build (it's otherwise been android focused so far).

Unfortunately I've been seeing spikes in the Unity profiler unique to the GearVR build that are causing unacceptable juddering in game:
1. CPU Usage: VR:WaitForGPU
2. GPU Usage: Camera.Render / Drawing / Render.OpaqueGeometry / RenderForwardOpaque.Render / Clear...

Unity Profiler spikes "RenderForwardOpaque.Render / Clear" in GearVR build?

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