Why is my quest app not achieving 72 frames per second, and why is there a delay in the frame execution time?

I have a completely empty project (apart from a unity urp basic scene setup and plane), but no matter what I try, I can’t get it to go above 72-73fps. For reference,
I’m using URP with the “medium” quality setting. default lights in the scene, no shadows, no anything.

Every frame has a range of 12 to 18 milliseconds when compared to the unity profile. I need to know why the frame took longer than expected to finish.

When I check the profiling window, I don’t see any clear details for the frame drop for the empty scene. Please review the profile data or attached images and let me know why the execution time is increased by the frames.

EmptyProjectCameraView.zip (27.0 MB)

If there is anything that needs to be updated in my project environment or elsewhere. Please provide guidance so that each frame level is reached in less than 13.8 ms.

Thanks!

Details :

Unity Version: 6.0.1
Device: Quest-2

Have you checked the framerate without using the profiler in a release build?

Because the profiler adds a significant overhead particularly on „remote“ (mobile) instances.

Check OVRMetrics. Likely your Quest isn’t loaded to 100% and it just uses the default framerate. Quest has built in vsync, which cannot be disabled.

Did you set the refresh rate to 90 via the Meta SDK?