Not really as the stop-gap solution I’ve outlined here is very project, Rendering pipeline and platform specific that requires profiling the build to get an overview of what to measure. The abstract version above is what I could reasonably come up with on the spot.
Also, as a small update, GPU time can now be recorded with ProfilerRecorder API and if it’s GPU bound vs CPU bound vs Render Threads bound high level stats that you’re interested in, this update on FrameTimingManager stats might be relevant to you.