"Update Reflection Probe Atlas" causing large overhead in empty scene

I am going a bit crazy trying to figure out how to disable this “UpdateReflectionProbeAtlas” function in my URP project. I have tried disabling all the reflection probe settings I can find: material, scriptable, and project settings, but nothing seems to stop this call from being active.

Testing in an empty scene it’s costing ~5-6ms per frame on my GPU

I am having the exact same problem.

It could be in the Adaptive Probe volume. Window > Lighting > Adaptive probe volume, Try turning sky occlusion off

Nvm. I tried that to no avail. What did seem to fix it atleast for me was to not use forward or forward+ and instead opt to use deferred. This is silly and should be looked into. Will fill out a bug report as thats what it seems it could be

Far from ideal but I was able to solve the problem by directly commenting out the code in the “ReflectionProbeManager” script