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?