I am on Unity 2022 LTS in Editor. Using OpenXR, URP and ECS. Graphs with Valve Index at 80Hz. (Also tried with Pico 4 streaming from PC also not working) Graphs from Editor, but IL2CPP build have the same issue. I am unable to get rid of the "late start" in the steamVR advanced timing dialogue, without removing my gameplay code. So should I leave more milliseconds on the CPU idle, so this can work? I would like to be able to run at 120Hz (8ms per frame) 1. Am I expected to leave >3ms of the 8ms (@ 120Hz) idle? 2. Can I trigger the "XR.Display.PopulateNextFrameDesc" earlier in the XRBeginFrame/Gfx.WaitForRenderThread? (which looks like CPU ideling, since it increases at lower FPS) 3. The running start should not cost extra CPU time, it just moves the place where frame is send to GPU. RIght? Valve says ''Late Start' is a special case where the application has exceeded its cpu budget for the frame, but has not yet dropped a frame due to this. This extra wiggle room comes from what we call 'running start'; it provides a 3ms buffer before the frame starts (i.e. vsync), for the application to begin feeding the gpu render commands for that frame.' https://developer.valvesoftware.com/wiki/SteamVR/Frame_Timing Example of ValveIndex running at 80Hz. In a demo level. UnityProfiler + Steam Frame Timing - XRBeginFrame = 4.93 ms - XR.Display.PopulateNextFrameDesc = 0.079 ms -Entire Frame = slightly bigger than 12.5ms (12.5ms == 80hz) When I disable my Physics and run the same level (the player loop goes from 3.43ms to 1.21ms): - XRBeginFrame = 7.35 ms - XR.Display.PopulateNextFrameDesc = 3.67 ms (Note this is much bigger, it looks like its doing something) -Entire Frame = slightly bigger than 12.5ms (12.5ms == 80hz) - Finally the late start is mostly gone, but I can't leave 7.35 ms of the CPU idle per frame :-(.