If camera stands still, there is no vsync and all the UI canvases are turned off, in such a case what would be the cause of render spike? Unity version: 2020.3.20f1 Runtime: Android URP was used. Shaders are all standard urp lit except the water. I used application.target frame rate = 60 Also I used optimized frame pacing and dynamic resolution in camera. Notable settings are in attachments. I am curious why there would be any render spike given my situation. Any explanation would be greatly helpful.