I am developing an application that renders close to 20000 primitive unity spheres. When Hololens was profiled, the GPU capacity was maximized as expected. So I tried to use the mobile shaders as I read they are optimized for mobile displays. When I profiled my application again, My GPU and CPU were within the limits but my frame rate was very low ( 4-5 FPS, image attached). I assumed that frame rates get affected only when CPU or GPU reach their full capacity. Are there other factors that could affect the frame rate? Are the mobile shaders not compatible with hololens somehow? Any help would be greatly appreciated. Thanks