Hi, I'm using 2019.4.1.17f1 and already turned off everything I don't need on HDRP Asset and Frame Settings. The scene is an interior one and really simple, with BiRP it takes ~2ms (~1ms for GPU). Well, it is CPU bound, but both CPU and GPU durations are very small, so neither is considered a problem. However, after switching to HDRP, it take 10+ times long. It is now more severely CPU bound. I don't really understand what the costly functions in the Profiler mean: - RenderPipelineManager.DoRenderLoop_Internal - Inl_HDRenderPipelineAllRenderRequest - Inl_HDRenderPipeline::Render New Game Object - SRPBRender.ApplyShader GPUView shows there are ~15 D3D11 submissions, between each 2 of them there is ~50% GPU idle (There is GPU works immediately after submissions, in later half GPU is idle). With D3D12, there is only 1 frame's work every 4 VSync's, many many small works on Copy queue, even more and smaller rendering submissions each with some KMD work. I know someone says HDRP has some base cost, but how can the GPU idles so often? Even if HDRP is considered scaling well, it should be able to handle small scene with just a few lights. Thanks.