Hi! I recently start to explore raytracing possibilities of HDRP and found one peculiarity that do not know how to handle. I enabled RTX and found out that Initilization step of HDRP become 3x bigger than before (from 2-2.5ms to 6.5-9.5ms). I expected that frame time increase but not in this place. I tested on the clean project and I manage to narrow what caused that. It was BuildRayTracingAccelerationStructure method. I checked the code and I found that it trace all scenes for all HDAdditionalLightData, HDAdditionalReflectionData, LODGroup, Renderer. This method uses GetSharedMaterials, GetComponents, null checks for every Renderer, Mesh, Material and Shader in scenes and etc. Frame time always depends for how many objects do you have but Unity managed to cull it if it is not inside Frustrum and it did not trace the scene through C#. With this approach for building RT Acceleration Structure I would have to come back to combining mesh on build and creating atlases instead of rely on SRP Batcher I also want to mention that this code produce 16KB allocations every frame. Any thoughts about it? Does anyone know if Unity plan to change it?