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Een vertaalprobleem melden
Gfx.WaitForPresent is the game window (a.k.a. companion window) waiting for vsync on your main monitor, which likely runs at 60hz. You don't want Unity applying vsync to its game window. The SteamVR plugin should be disabling this for you automatically in SteamVR_Render.Update, but it's possible that something else is re-enabling it later?
My guess those hitches are coming from the gpu running over budget and WaitGetPoses blocking until the start of the next frame. Maybe bring up SteamVR's Frame Timing and see if there is a corresponding spike there.
https://developer.valvesoftware.com/wiki/SteamVR/Frame_Timing
http://imgur.com/xKNyfD8
http://imgur.com/baUQDUD
Looks like the spikes sometimes correspond on the gpu, but consistently corresponds with cpu. In raw mode it shows spikes on cpu Application and cpu Frame, with downward spikes on cpu Prediction.
If you want to capture a gpuview trace and send it my way, I can take a deeper look to see if I can spot what's going on.
https://developer.valvesoftware.com/wiki/SteamVR/Installing_GPUView
Here's the relevant bit from SteamVR_Render.cs: