Ok, this was a challenge without any baked lighting - but I was up to the task!
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 anything that might be bottlenecking the CPU first and then moved onto render-related items.
When opening the project for the first time, I was around 72fps at high quality settings within unreal engine. At first glance I wanted to test a few that affected framerate by toggling various groups of objects on and off. The most taxing framerate components were the meshes but I also wanted to explore anything related to the CPU since it was slightly higher at 13.54.
I had a few tricks up my sleeve to get this project at least somewhat optimized. There were already a few tell tale signs that it would be difficult to pull off after only a few minutes of searching through the project. I started by seeing if collision was taxing the CPU and affecting the framerate. It did not have a large impact.
I then tried to merge actors, creating one mesh section for each material, thinking that might relieve the engine from having to render more. That did not change the framerate either.
I was curious to see if any of the meshes were utilizing the nanite feature unreal offers and they were not. So I opted to use the property matrix feature to quickly edit all of the meshes. With a simple click I had all of them enabled and increase the frame rate up to 75fps without affecting any visual quality. It wasn't much but anything seemed good at this point.
I tried another instancing method with no luck on improving framerate there either, so I wanted to look a bit deeper at the GPU profiling and see what exactly is taking the most time to render. After conducting some research and finding that that version of Anti-Aliasing is the high-resolution, I decided to change the option to Fast Approximate Anti-Aliasing. The result increase the frame rate by nearly 20fps.
This project was certainly a challenge and there wasn't much "wiggle room" left to made for optimization as far as I could find. Because of this, I am allotting more time to be able to try and get up to 120fps in the next exercise. Stay tuned!
Ciaran Ballesty Environment: http://artstation.com/artwork/2ByxZA