Are HUD refs in char causing an issue?

Typically there’s more than one render thread (at least on higher-end targets like D3D12 – don’t know exactly about the mobile renderer.)

The concerns on rendering performance are the standard ones: Shader complexity, overdraw, geometry complexity, size/mipmaps of textures, and so on.
If you’re doing a lot of physical simulation or some other heavy subsystem, that could cause longer frame times, too.