Seems the audio is processing after streaming taking up some resources. Maybe choosing other compression methods or audio formats could help speed this up?

Audio again, workers doing audio stream building
At the end of the graph there is a large spike of activity regarding what looks like a recursive package search
What looks like random in-game shader compilation. Maybe do a pre pass of shader compilations (show the shaders one by one in array on a polygon to have the engine pre-compile them before gameplay instead of when a effect suddenly needs a shader)
this might also fix some random stutters that occur with PSOPrecacheUnkown where it builds the graphics pipeline state mid game
or look into this to maybe teak the precaching in some way:
Not that much really stands out. No jarring errors. There is some calls to updating primitive scene info, maybe check if all of the unmovable parts of your level are set to stationary or static.
Character movement comp takes a bit of a hit, maybe mover 2.0 could be an option in the future.
Run the scene and do an F5 pass to check your shader complexity and try to get everything to green if you can, there are some deferred shading scene render nodes that might be able to be optimized.


