SlateDrawWindowsCommand

Ah now I understand your problem, but I’m not sure what may be the cause.
That’s quite a big jump with stat unit, but I assume it’s because its VR.

Anyway, did you try it without the character? Just testing with a button to toggle visibility or so
I’m making assumptions but maybe because of ‘renderthread’ being in there it might be something related to well… rendering , it may be to heavy to handle for VR on your test-device (which device?) .
How many material-slots does the character have and how complex are those?

Do you use any kind of lighting and baked shadows, anything like that? Thats quite costly for mobile.
Instead use unlit materials and put as much as possible in the vertex shader, use as few shader instructions as possible.

Did you try to turn down the rendering resolution? (r.mobilecontentscalefactor to 0.8 , or just the plain 3d rendering resolution with sg.resolutionquality to 45).
Usually this load would show up under the gpu, but perhaps because it’s VR (I’ve no experience with VR) that the two views are rendered and then internally sent through some slate stuff?

Also, did you close every other programm on your device, Android does not put everything to sleep when it’s not in use and even then I noticed some perfomance differences.