Another important general note: There are many known issues that can cause the BRG peformances to be much worse than GameObjects ones currently. For example, we recently discovered that shadow caster culling for point lights is simply not working at all when rendering with a BRG, at least for HDRP. The culling planes we receive in the culling callbacks are setup in a way that causes the shadow caster culling to always pass. So you effectively end up rendering all the BRG objects in the scene to the shadow maps. From our recent discoveries, it might also affect directional shadows. There are probably other issues like this we aren't even aware of at the moment. Especially around the culling code. We are currently working on fixing all those things. But until it's done, beware of the perf measurements you get when using a BRG. There are many rough edges that could cause performances to drop because of various stupid things.