CPU render thread Optimization

Thanks so much for a comprehensive look.

I am extensively using instanced static meshes. Since this is a real life building for a work project he screenshot I sent is everything. That’s how we have to show it. I will test with HZB occlusion culling. The scene does have many many meshes ~2000, we working hard to bring that down with the solutions you mentioned.

Thanks for taking the time, my main query was regards to the CPU draw and how I can isolate the problem. Something which you seemed to touch on.

Is there any place I can read through for a more comprehensive understanding of the profiler and what these things mean?

Thanks again for you time,

Sean