Weird performance spikes in render thread

There are weird spikes in render thread of “Gfx.DrawDynamic” - “PrepareRenderTarget”, in non-deepprofile; while in deepprofile, that spike is gone. This performance spike heavily impact the camera movement smothness, but I can’t find the reason. Could anyone help? Thanks.

(in non-deep profile)

(in deep profile)

It seems to be a rendering bottle neck. I got to realized that rendering portion in profiler is the cpu’s workload, workload of gpu is not displayed. So when deep profiler enabled, the cpu’s waiting time for gpu is reduced. That’s the reason. And why is there too much gpu workload? My optimizations are changing shadow map resolution from 4096 to 2048, disable geometry anti aliasing (in urp asset), disable ssao. It looks better now.