When I first opened up the cemetery level map, the FPS, while reasonable for the laptop I was working on, still had many areas where it could be improved and enhanced for better performance
Before getting into the nitty gritty, I made a spreadsheet to mark the original Stat UNITS and FPS in order to keep track of the differences after making edits.
The first thing I had to do was take a look through the optimization views and see what could be the issue as well as the Statistics tool. What I discovered was the lightmap density in the location of the moon was to strong and that there were many very high poly assets filling the scene.
I began optimizing the very high poly assets that were populating the scene and added LOD's to them in order to reduce the overall tri count. Thankfully, no major details are lost. For the larger assets, in the details panel under LOD Settings, I set the number of LOD's to 4 and the minimum to 3. For smaller assets, I would set the number to 3 and min to either 1 or 2 depending on the amount of details removed.
After I finished adding LOD's to the high poly assets, I would then move on to reducing the size of the textures. I would start off with the biggest assets in the scene and change many of them from 4k to either 2k or 1k resolutions depending on the visibility of the material. I would then move on to the foliage and bring those down to either 1k or 512 px. Finally I would move onto the cloud textures and reduce those to 124 px as they don't hold as much visual importance.
When turning on Stat UNITS and Stat FPS, the results show a major increase in FPS by around 50 FPS and drops in Milliseconds (ms), a major improvement from the original
Another thing making changes to those meshes did was change the lighting results of the level. So I set the bake quality to production and rebuilt the lighting.
While it may not seem like much, the FPS jump from where it started makes a massive difference with the changes made, although minial, contributing a lot to better performance.