My goal is to capture Camera output as an averaged color for to drive external RGB lighting. I have this working by using a second camera to rendering to a render target texture that is 64x64 pixels with mip maps enabled. I then call GetPIxel on the 1x1 mip level. This works but it requires about 10 FPS on my machine and it gets slower as scene complexity increases. I'd like to see if there is a more efficient approach. Does anyone know if there is a more performant way of doing this? I see that I can call AsyncGPUReadback and read from a specific mip level... Do I convert my current camera to use a render target output ... call AsyncGPUReadback in OnRenderImage, and then BLT the result back? I see many approaches but it isn't clear what the happy path is for ideal performance. What would you do in this scenario?