Understanding performance bottlenecks?

@O_and_N I’ve tried running “stat engine”, but the results don’t show anything obvious:

This is when the game is running slow at 30fps (with lots of meshes placed on the map):

Then this is with all o the player placed meshes removed (and then the game is running fine at 60+fps):

I just figure out exactly where the performance is being eaten up, and why my CPU and GPU don’t seem to be under much stress when the game is running slow.

Here is a side-by-side comparison of the hardware stats when the game is running slow and when it’s running normal:

As you can see there is basically no difference in terms of stress on the hardware between the two, except one is running at half the speed.

So the performance bottleneck is happening somewhere in the engine.

Any ideas?