Personally I find the same as DVader, having a relatively low end system and open world style levels in the main.
I have spent a few weeks even re-creating/replacing largely my content and bought some new trees and alike from the store to replace most of those I had been using as the store ones make better use of LOD.
I have around 350 entities in a level which is hardly any in a large world, never mind a largely open world terrain style one.
I don't find any benefit from either Occlusion or LOD systems and turn both them off as what little benefit they can return is more than cancelled out by the popping up of entities popping up unacceptably during game play at all ranges looking like a visual graphic equaliser playing notes of a tune
That together with the veg system draw of grass as you go kills any respectful presentation of your hard work, so I have to set the veg quality as high as possible too within reasonable balance....effectively meaning that one is between a rock and a hard place.....
Fewer entities and veg and no popping or more and popping, neither of which is useful. Of the two choices the popping of entities and veg (not to mention the textures and shadows popping of course) is the worst of all and unacceptable during game play so one is left with reducing entity numbers which need to be increased vastly and impossible to even consider for me. The only other option is to abandon open worlds completely or restrict them to deserts or Mars where there are no trees or other terrain entities needed and where no equivalent number of rocks exist either. i.e. a barren (ish) landscape. Or possibly restrict your actual game area to a fraction of the area of the GG world which most GG demos do quite effectively within the game play area as you know.
Inside the editor one has some options (though none help in this instance) but in the compiled games things can get more difficult as your in editor level settings - set by you perhaps to benefit your own game needs are overwritten - by just three choices which don't necessarily match your development ones where all your settings may be finely tuned and mixed and matched to maximise them to your benefit. Compiled games can thus show less fps than your in editor test ones or more perhaps if you choose lowest quality in compiled game but resulting in a lesser quality. i.e. a compiled game does not necessarily run and display with all settings exactly as you set them up in editor as you may have used lowest settings for some things and highest settings for others. I can understand the reason for this compiled game choice of settings of L/M/H of course as the easy end user option perhaps for choice of graphics quality from that point of view.
I guess users findings will vary depending upon many factors and preferences. Despite I am sure many thousands of additions to the engine and a vast amount of work a lot of the basics (most of them) are still desperately in need of attention as they have not improved a great deal for years for me personally and have deteriorated or been removed in many instances as we await them to be updated again or re-added/added as part of the feature list or released to end users as non hard coded items.
Indoors or out no difference, much it seems still needs to be added/updated/improved and some basic stuff given attention some where along the line.
EDIT UPDATE :
I have a few more comments on this :
I have just spent some time trying to optimise some things to see what I can improve on fps returns :
Basically I have simply removed a lot of "Small" Trees/Bushes from a level to test results.....
I have an open world - its not flat so has hills and mountains Yes. Now in test run in editor if I move to an area away from entity populated areas where a lot of those entities are now removed and look back towards the area (from where I would not have been able to see them anyway). where terrain hills block the view to where they were - I now have almost double the fps from my viewpoint? so deleting them adds fps. Clearly the terrain we have does nothing to block the camera view (only to player view) and any entities out of line of sight - entities which cant be seen are still drawn and calculated as far as the engine is concerned. Before removing these entities the camera/player would not have been able to see them, nor any other entities blocked from player view by the terrain in front of the player but the engine still computes them?
We have integrated LOD and occlusion but that does not seem to affect or impact at all here in an open world where Terrain hides much of the existing entities at any one given time/camera viewpoint? LOD and Occlusion should not be needed in this instance as the Camera should by default only "draw" any polygons, from any source that are in (Player/Camera) view which is why presumably we still have so many draw calls?
Why is the camera/engine calculating entities that are hidden from Camera/Player view? but in this case not hidden as far as the engine is concerned so it seems. Entities are always drawn and calculated if hidden from Player/camera view by the Terrain, must be the case or otherwise why does my fps go up by almost doubling if I delete entities which cant be seen by the camera and should not be calculated anyway?
Further to this. I don't have enemies in the level - took them out as they don't work well anyway....
I do however have some AI characters in the level - I have some animals. i.e. "Wolf" now these are set not to spawn at start and are spawned by Trigger Zone and I had presumed that might help fps/performance as not all animal entities exist in the level all at once. At least that's what I thought.....
If I bypass the "Wolf" Spawn Trigger Zone and move to the area where they will spawn without triggering their spawning they cant be seen as they have not been spawned yet but still attack and hurt me. Question is are the Wolf entity models just hidden until spawned by the trigger, whilst still existing and being calculated and a drain on fps by the engine? Whatever, in any case I should not be attacked and health lost if the wolf cant be seen by the player.
Much like the trees referred to no matter what world object we speak of if it cant be seen by the player/camera it should not exist and or its ploygons need be calculated by the engine and should be loaded/unloaded on the fly by default - unless needed to do so and be overidden by the user via the user LOD and occlusion management systems.
Perhaps I am incorrect and don't understand how,when,where and why these things should or do work but seems to me that as a default any world object or entity, their polys and AI should not be calculated by the engine if it is not in direct view of the Camera/Player or otherwise in a large complex level that could amount to a considerable performance loss.
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System : Advent Windows 7 Home Premium 64bit. Intel(R). i5-2310 CPU @ 2.90GHz. 8.00 GB RAM DDR3. Storage : 1389 GB : 1088 GB Free (1389 GB Total). Graphics : NVIDIA GeForce GT 530. Total Available Graphics Memory : 4095 MB. Dedicated : 1024 MB. Shared : 3071 MB. Direct X10