Overdraw of opaque obj issue on Quest

I’ve already disabled Dynamic Batching and Instancing, but the renderer still tries to draw far object first.
This causes heavy overdraw for opaque obj, how should I fix this?(But on Editor, it seems working well from frame debugger)

any one?

Are all of those individual meshes?

Look into unity’s Occlusion Culling system: Working with Occlusion Culling - Unity Learn

thanks for reply, but my case is a random dungeon, so it’s not possible to bake culling info for it.