Primitive Distance 2x+Over for Entire Scene?

Working through Optimizing a scene where on a 2080TI production build hovers around 40-50FPS. (see profileGPU pic)

Looking at the profiling, its currently around 20ms draw time and the bulk of that is coming from ShadowMaps, Shadow Depths, DiffuseIndirectandAO and Post Processing.

  1. I’ve switched from Virtual Shadow Maps to regular, i’ve reduced the overall shadows to just the palm trees, removed shadows from the landscape. Basically taken them down as much as possible and I save about 2ms (not bad)

  2. Shadow Depths to my understanding can be caused by static vs dynamic objects as well as AO which again i’ve tried to optimize the best I can but i dont see much reduction in ms.

3.When I delete the PostProcess boxes from the scene I save about 0.3ms.

  1. Now i’m diving into DiffuseIndirectandAO and upon reading up on it I saw that the primitives distance plays a big factor in selecting what textures end up streaming and can impact performance. Below are 2 pics, the first is lit and the second is optimization view of “Primitive Distance”

Based on the graph within the primitives view it appears that everything in the scene is 2x+Over???

Do you think this could be the primary cause of drops FPS in the scene and if so how do you begin to debug this issue? It states that this view shows the under/over texture streaming and I would assume that if its 2x+Over this is causing tons performance issues.

I should also note that I have gone through the exercise of setting a max texture resolution to all my textures, the majority of them not exceeding 1024 for diffuse, 512 on normals and 256 for metal, rough etc.

How would I go about fixing this and starting to debug this primitive distance issue being 2x+Over?

Thanks in advance.

Did you ever find an answer to this issue? I am having the same issue.