Anyone else getting his fps capped at 30FPS when using URP Bloom with HDR on MOBILE

Well, as the title says i get my fps capped at 30FPS when i enable bloom with HDR on my mobile phone.

I tested many devices and some of them has smooth 60FPS, they dont even flicker below 59 but my device starts the game with 30FPS already.

At First i thought it was a pure performance issue and having bloom is too much for a mobile device.Then i started adding more post-process effects.After adding 4-5 more effects i finally managed to drop the fps.

So… i wonder if that 30FPS is a natural gpu bound bottleneck or its capped because it seems i have zero performance issue when its comes to other post processing effects(lens,vignette,color grading)

Also i noticed that if disable the hdr and having opaque texture or depth texture enabled on URP settings i instantly get my fps capped at 30.The problem is that i dont use opaque textures nor a depth texture in my shaders soooo i dont know :confused:

Any Help ?

On which mobile platfrorm? Android or iOS?
Which hardware?
We’re able to use URP bloom on iOS without this issue.

One thing: iOS is always Vsynced, so maybe if you’re unable to sustain 60fps you get dropped to 30fps.

Device : Huwait P9 Lite
OS : Android
GPU : Mali-T830MP2

One more thing: My Fps count shows 59,29,59,29,59,29 but never drops under 29.

Same thing when set my vsync count to 1 or 2 and having my Application.targetFrameRate higher than 30.

So when i enable bloom with hdr or simply turn off hdr and bloom post process and enable opaque textures or depth textures on URP.It seems its somehow lock the fps at 30 when enable these .

One more more thing:My profiler shows that post process effect happen to be consume %10 of the frame time and most of the frame time consumed by Device.gfxWaitPresentThread around %55-%85