PostLateUpdate.FinishFrameRendering is Unstable when multithreaded rendering on,

Hi There
I am in trouble, when i run my game on android,

Environment: multithreaded rendering is enabled (this issue does not occur when it is disabled).

When entering the game, the rendering time is 6-9ms, but after running for a while, the rendering time suddenly increases to two or three times. Even if I stop all logic operations and rendering of objects, the PostLateUpdate.FinishFrameRendering function still behaves abnormally with high processing time. There are no abnormalities observed in memory usage or rendering quantity.



This is the metric triggered.