Hi, I'm 3 months away from releasing my first steam game and I need to improve performance. I improved a ton on the scripting side but the rendering is just taking too long. RenderPipelineManager.DoRenderLoop_Internal() takes around 8-16ms per frame depending what the camera is looking at. I need to get it down to around 4-6ms to achieve my 60FPS target. But I don't have enough experience to know how to identify what are the issues with my rendering. I assume I need to reduce the number or draw calls or reduce the numer of vertices, but I don't want to blindly try optimizing things without completely understanding it first. To give a bit of context: I have 2 cameras, one for the 3D background and another for the 2.5D foreground. My Profiler I have things like the SRPBatcher.Flush taking 2.04ms on its own for the background camera My Frame Debugger Both the Foreground and background camera have a ton of draw calls. And my game view stats I see that I have 631 draw calls, millions of Tris and thousands of batches. But I can't tell what parts are the issue. Is there any way I can know how many 'ms' It takes per draw call / draw group in the frame debugger? That would help me identify which parts are slow so that I can change them. Could someone recommend some good learning material for this sort of thing?