title: Performance spikes observed in unity profiler after adding the google-VR module
body: <p>while a simple mobile unity game project (or a simple project with a cube and a camera) provides almost uniform CPU time with less variation while profiling it.</p>
  
  <p>But adding the googleVR (tried latest and old versions) module to it, split into left and right eye (GVRviewer) and profile the VR mobile app provides a lot of spikes or variations which is due to VR.waitforGPU() and in turn gfx.processcommands(). can anyone please tell me <strong>what's the reason behind those performance spikes while adding GVR module</strong> ?</p>
  
  <p>I have tried multiple optimizations (e.g. static batching, disabling vsync, optimizing mesh data) but nothing seems to be useful. Is there any possible way to get rid of this issue?</p>