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Gfx.WaitForPresent means waiting for VSync and it appears to function as expected. 22.3 was measured to be a little bit slower than 21.3 both in Editor and Player. (Win10, RTX 2060) However in the provided repro project showed more work on 22.3 than on 21.3. For example, 22.3 rendered SSAO for all 3 cameras and had extra post effects enabled such as Filmgrain. Properly enabling SSAO for 21.3 made its performance similar to 22.3. There seems to be a minor cosmetic bug in the project or UI. The UI showed SSAO enabled in 21.3, but actually required a toggling the SSAO on/off to properly enable the SSAO rendering. This cosmetic bug is not critical enough to be fixed in 21.3 LTS at this time.
Reproduction steps:
1. Open the attached “ASDQWE” project
2. Open the “Assets/Scene_Work.unity” Scene
3. Enter the Play Mode
4. Open the Profiler (Windows > Analysis > Profiler)
5. Select any frame and observe the “Timeline” Tab
Expected result: “Gfx.WaitForPresentOnGfxThread” and “Semaphore.WaitForSignal” processes do not take a significant amount of processing time
Actual result: “Gfx.WaitForPresentOnGfxThread” and “Semaphore.WaitForSignal” processes take most of the processing time
Reproducible with: 2022.2.0a18, 2022.3.9f1
Not reproducible with: 2021.3.30f1, 2022.2.0a17
Could not test with: 2023.1.12f1, 2023.2.0b8, 2023.3.0a4 (two “error CS0619: 'ScriptableRenderer.cameraDepthTarget' is obsolete: 'Use cameraDepthTargetHandle'“ errors)
Reproducible on: Intel macOS 13.5
Not reproducible on: No other environment tested
Note: Not reproducible on the URP Sample project
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