My world is completely generated in the loading screen. And I have not yet payed any attention to how different rendering entities are placing into chunks. I am pretty sure I've got a lot of entities in the same chunk that is not at all in proximity to each other on a map this is about 400x400 meters. There is about 225000 rendering entities with about 110 different materials. And it's HDRP, 2022.3, Entities 1.0.0-pre65 (Why I'm stuck on pre65 is a long story...) So two question someone might be able to shed some light on. 1. Is this likely causing a significant performance cost? For example, there cannot possibly be any reasonable frustum culling done on a chunk basis, right? Is that something that is done and makes a performance difference in cases like this? 2. In a normal scene with one or more sub scenes that is baked, like the primary case that Unity designed for, is there any sort of spatial fragmentation automatically done to help cluster rendering entities close to each other into the same chunks? And how does that work in that case? Any part of the baking code I should dive into? I'm not sure how much time I should spend on trying to cluster the entities that the generator spits out, maybe there close to no performance to squeeze out of this? Thanks in advance!