PFS vs PCG vs FOLIAGE INSTANCE

when i use foliage tool and paint 1000s of the same mesh(no over budget, because i cull properly)
end up with instance in the outliner. bonus can assign component tag (will not change)
, and then again spawn the same in pcg.
pcg gets over texture budget when streaming in with out even 1/10th of the amount i can get in Foliage tool or using PFS volume. even when bake the pcg to a stamped instance. the cull distance/shad/lods etc all the same as foliage tools, or pfs, also have to wait make a stamp to assign component tag (or edit my pcg to assign on creation) or disable logic dependant on component tags (not tag)

is this normal?

when i play standalone, with foliage tool. i never go over budget (default 1200. sometimes i use 1280)
with PCG i am always 7mb over budget instantly and any specific foliage that i look at, depending on the distance, will increase from 7-240mb for example.

with PFS or FOLIAGE instances, this never happens.

should i be concerned?
im trying to keep 70-120fps and under 10msec.
im my situation its rather unique and easy to monitor performance because i never alter the tilt as my game is top down. and the angle is fixed.

note* no GI, no nanite, disabled in project, no upscale, taa, with disabled alg.
currently in editor in dx12 sm6 but will compile as vulkan if possible.

streaming and world partition are enabled. also if i use “ispartitioned” flag on the pcg.
it refuses to spawn in. is this normal? however if i use begin play stand alone, it does?
weird.

Foliage instances (the system behind them anyway) Cull by volume a bit smarter than everything else (HISM or whatever PCG does) so they generally offer a slightly better performance bump. On a severely compromised engine such as this that’s probably important.