400ms lag spikes in the profiler due to HDRenderPipleline camera render

I just switched over my game from UDP to HDRP, and it seems the camera’s HDRP script is causing lag spikes. When I remove the MainCamera and play the game, the lag spikes go away even when I move around in the world. (obviously cant see anything though). Each spike is a different call in the function that I selected there.
Any idea what could be causing this?

UPDATE 1

All of the lag spikes are under that first one InI_ExecuteRenderGraph, but each time they end with a different function call, the first spike is waiting on

  1. RenderGraphResourceRegistry.GetTextureResource()
  2. is Stack1.get_Count() under RenderGraphObjectPool.GetTempArray()
  3. is ResourceHandle.get_iType()
  4. is Object.IsNativeObjectAlive()

and so on for each spike.

Its never the same thing. Each one takes 400ms and causes a lag spike, not sure how they could be connected though

You may want to look into this InI_ExecuteRenderGraph marker as it seems to be the one that is blocking the main thread here.

https://forum.unity.com/threads/guide-to-unity-profiler-hdrp-version-and-how-to-read-gpu-cpu-profiler-data.1408699/