the shader for a lot of the world is pretty computationally intense (it uses a computed noise sample at 3 octaves) so I could understand maybe where some of the performance bottleneck could be. Really, the rest of the scene shouldn't have issues with overdraw or light rendering (all the static objects are instanced and the lighting is almost entirely baked)... it could be his machine was missing some specific driver but it's a long shot, in my experience a UE game won't boot period if it's missing its prerequisites and 35 fps is plenty booted. Again, thank you for your time, it's really hard to trouble shoot a project like this because I only have one machine and it 'runs fine' by fluke or design; I don't know :( .