Wow! Look at that jump in frames...who knew it would be something so small...literally.
Here's a log sheet I created for the project that allows users to track what may be effecting performance over time. For this project, I tackled LODs, lighting, and found a mesh that had an enormous amount of triangles for it's size (and was placed everywhere).
When opening the project for the first time, I was around 72fps at medium scalable settings within the engine. I was unable to bake the lighting of the project for some reason, so I optimized using lumen instead.
The first item of interest I found was that the Chapel Meshes had a very high triangle count and were repeated numerous times throughout the level. I checked to see if they had LODs and they did not, so I added some. This increased performance by about four frames.
When I opened the Light Complexity preview I saw this and if you check out the bar at the bottom you can see it was not optimized whatsoever. I then reduced the distance on all of the lights I could find causing an issue and bumped the FPS up to 80.
I added more LODs on some large rocks but wanted to address the main problem I found which was the scattered foliage throughout the level. I noticed it was in the millions range among others so I decided to investigate a bit more. It turned out, the flowers alone were 62k and placed nearly everywhere. When toggling these on and off the frame rate sored from 84fps all the way to 120fps.
From here I would give the studio a few options for full optimization. Either they could remove the foliage altogether and achieve 120fps or they could reduce the triangle count on the grass and rose meshes to achieve something around ~90fps. Personally, I would go with 120 as the foliage is barely visible at all within the dark setting environment.
Environment: https://www.fab.com/listings/ee1872f9-1876-4fad-8f1b-b7bf1cd27abd