We agree with you that iteration time and tooling around it is very important for the day to day work within Unity. We’d love to provide better tooling around it and actually integrate it into the normal profiling workflow. Because we don’t want to fracture the Tools space more than it already is, and because we think the things needed for this carry a broader benefit for everything else in terms of profiling: Allowing infinite captures and saving of frames bigger than 2GB and bookmarking Iteration Time events and loading all that into the Profile Analyzer were things we considered in our planning. It was a tough choice but, this time around, getting Memory Profiler to 1.0 won over these points.
That said, other teams are looking at this issue very intently and there are now diagnostic switches to help analyze Iteration Times .
That said we’ll reevaluate priorities after Memory Profiler reaches 1.0 (targeted ETA around 2022.2 beta) and take your comment and the iteration times situation into that consideration. For your context: It’ll be up there next to (among others) taking Memory Profiler beyond 1.0 and platform wide GPU profiling support.