It appears most of the time it’s fill rate causing the issue, GPU’s struggle to handle the size of the G-Buffer. Dropping resolution with a DR does of course increase performance dramatically, it’s just I have to think of a worst case scenario and this is where any mistake in optimisation and lack of understanding I suppose in places causes poor performance.
I still need to test 4.7.3 properly as I tested it briefly and ran much better. Although that could be something to do with getting a new laptop with a 980M, I need to test it on my 780 desktop and 470 test platform. Thanks for the call on SSR as I eventually need to get all this to run on PS4 too…
Yeah I’ve been using instanced static meshes to reduce DC’s, it’s more work than Unity must admit :D. But not that difficult to do, I will definitely check out the GDC video.
P.S thanks for the reply, appreciate it.