One piece of advice I can definitely give you on things like this is that you should absolutely use buildings to break sight lines. As you know Yharnam, you know that it winds and twists and turns constantly- part of that is for performance reasons! Once something is out of sight it makes room for other things in the RAM. Occlusion Culling is the technical term. But you don’t want to be able to see from one side of the city to the other- Not only is it better for optimization, allowing for more detail in the nearby environment, it’s just more interesting!
Hmmm, I thought occlusion culling was default in the engine. To be honest my main concern is nanite asset tanking the performance in a big world without world partition (that’s kind of what happened to me on my one study project)