Huge GC Alloc in empty scene using URP

Hello, I switched my project to URP , but I noticed that RenderPipelineManager.DoRenderLoop_Internal() is causing huge garbage . Then I tried on empty scene (just a camera) and same result . That’s very weird , any idea how to fix this ?

I fixed by closing simulator window . So if anyone has the same problem make sure that simulator window is closed even if it’s not active .