I used Unity's profiler to see what resources are stored in memory of my VR Oculus Go app. I found there are six render textures used called: RTDeviceEyeTextureLeft0 RTDeviceEyeTextureLeft1 RTDeviceEyeTextureLeft2 RTDeviceEyeTextureRight0 RTDeviceEyeTextureRight1 RTDeviceEyeTextureRight2 Each one of them occupies about 90 MBs what sums up to well over 0.5 GB! That is a lot for a standalone such as Oculus Go. What are these render textures for and can they be turned off?
Also seeing this and am unable to figure it out. Note: I'm running the Memory Profiler on a Scene in the Editor. May have different results if running on a Development build that has Autoconnect Profiler enabled.