You are right, these counters need better documentation. They are only briefly described in the
Inspector tutorial. Could you please open a ticket linking to this thread?
Is frame time the same as Unity's overall frame time... and update time and render time is specific to this Noesis view?
Yes, the frame time is the time taken by Unity to "tick" us.
What is the tesselations statistic? If it continues to climb when I collapse and show a screen, does this mean there is a resource leak?
It is a global counter (it never decreases), it is the number of times the tessellation helper (used for rendering curves) was invoked. You want this counter to barely move per frame. Better if it doesn't move.
What update time and render time is typical vs abnormal?
Depends on the content, but in general, you want to keep this under one or two milliseconds.
What are opacity groups? What is typical vs abnormal?
What are RT switches? What is typical vs abnormal?
Both counters are related to using the Opacity property or applying effects like Blur. "RT switches" is the number of intermediate render target being used for this. You want to keep this number low or close to zero. Note that when using effects (not opacity) this counter increases by the number of mipmaps needed for each render target (something like 10 or so).