Hi everyone, I am very new to Unity and gamedev (I'm coming from the webdev world) so I'd like to apologize in advance if my question was already adressed or if this thread has not been posted at the proper place. Following a tutorial, I've been trying to render a simple animated sin wave in 3D using a compute shader. Basically, I have a C# script that uses the compute shader for calculating the position of each point of the wave (they share a compute buffer), and then draws each point using Graphics.DrawMeshInstancedProcedural(). When the wave is made of 100 points, the script runs at roughly 30fps. When the wave is made of 2500 points, the fps drops to 5fps... So, there obviously is a performance issue here, and I tried to understand what was going on using the profiler but I am a bit stuck. Here is what it looks like: My understanding is that the "Editor loop" is at fault here. Yet, I tried to build and run the app and the issue persists outside of the editor... I do not have both the "scene" and the "game" tabs visible at the same time. To be precise, I'm using Unity 2021.1.21f1 on a Macbook pro (MacOS 11.5.2). I hope I have been clear and complete enough. Any idea what I've been doing wrong? Thanks.