While trying to figure out workarounds for bug 1211503 (mesh skinning spikes), I discovered that MeshSkinning.Render is taking up a ton of time in my Oculus Quest project when the SRP Batcher is enabled - more than half of the total time on the GPU profiler (7-8ms) wher as it takes 1-2ms without the SRP batcher. Other rendering costs go up, and total GPU time is higher with the SRP batcher disabled, though. I have compute skinning disabled and am running 2019.3.0f6. This can be reproduced by running the most recent repro project on that bug and disabling the SRP batcher. Is the GPU profiler accurate there, or is this just a red herring?