Here are some rough measurements (with the default level):
- ue 4.15, no hiDPI mode, interface full screen, viewport 1064x472 (out of 1440x900): 60 fps (capped)
- ue 4.15, hiDPI, interface full screen, viewport 2208x944 (i.e. same as before, only retina, so 4x pixels) 20 fps
- ue 4.15, hiDPI, interface full screen, viewport 1064x472 (i.e. viewport reduced to 1/4) 37 fps
- ue 4.15, hiDPI, interface 1/4 of the screen, viewport scaled as to reproduce initial situation: 60 fps
So sure, fill-rate limited. However in case 3), the scene is as costly to render as in 1, so the drop in fps comes from rendering the rest of UI at 4x resolution (compared to 1). Perhaps that can be improved by optimising UI rendering code as for example, in Unity, hiDPI rendering is not that much costly, even with deferred rendering.
p.s. pretty sure I am not using the integrated gpu because of the fan noise I hear 