RTDeviceEyeTextures

I used Unity’s profiler to see what resources are stored in memory of my VR Oculus Go app. I found there are six render textures used called:
RTDeviceEyeTextureLeft0
RTDeviceEyeTextureLeft1
RTDeviceEyeTextureLeft2
RTDeviceEyeTextureRight0
RTDeviceEyeTextureRight1
RTDeviceEyeTextureRight2

Each one of them occupies about 90 MBs what sums up to well over 0.5 GB! That is a lot for a standalone such as Oculus Go. What are these render textures for and can they be turned off?

Did you ever figure this out?

Also seeing this and am unable to figure it out.
Note: I’m running the Memory Profiler on a Scene in the Editor. May have different results if running on a Development build that has Autoconnect Profiler enabled.