@atrivedi – were you able to take a capture via a profiler (either the in the xbox toolchain for doing CPU sampling, or maybe Unity’s own) for a build without deep profile enabled?
As mentioned previously, deep profiling massively effects the cpu performance of code. And secondly that even a develop build as opposed to a release build configuration for any target hardware will also make a significant impact on the CPU time of code that runs as the compiler will forgoe compilation optimisations.
Are you still experiencing CPU bound on a release target build? And if so are you able to do a symbolicated CPU capture to get an accurate idea of relative performance on optimised code?