Thanks so much for the in-depth review and generous rating! It was also great to see real video of what's been happening for some people with lower end systems. I don't feel like I'm constantly chucking high-intensity graphics or update/tick calls at the computer hardware but clearly something has been going on that I haven't accounted for. I'll look deeper into stuff like adjusting LODs and implementing more aggressive culling for future projects (and the updated versions of this one).
Viewing post in Don't Let Them In jam comments
With unreal, I noticed that models tend to be unoptimized as well. If you have a model that has 100K tris when it only needs 100, you'll take a massive performance hit. So model optimizations, LODS, static batching collision, baking lighting, reducing number of Realtime light bounces, ect.. all really play a roll.