Improving performance of high poly count asset

Tasked with improving performance of large architectural asset having over a million polys.

Lighting approach is hybrid with ray traced shadows and precomputed lighting and also using approx 100 stationary spotlights.

I was wondering if I should continue to focus on improving performance further by reducing the polycount of the mesh, or perhaps using instancing?

Or should I instead be focusing on reducing the number of lights being used etc?

stat unit shows that GPU is still the main bottleneck.

I would upgrade to UE5. That should solve your problems :grinning_face_with_smiling_eyes: