Performance wise I saw frame rates differ between 24 fps and 60 fps, I would say mostly below 40 and only around 60 when looking away from the scene, where there is less geometry. I think you have not taken draw call count into consideration? Having this value output to screen for debug is just as important as having the triangle count to monitor performance - I can get much higher frame rates with way more triangles in DBP than this exe on this hardware I am using, curently am working on a basic test with 245000 triangles, in 50 draw calls and I am getting 250+fps. Obviously I can tell you have a lot of draw calls based on how often the triangle count changes as I move around the scene. In essence draw calls are very important indeed - I can look in a direction where no movement occurs with the geometry and as I angle left and right slightly I can see the trinalge count vary significantly, this geometry is static so you should work on combining them to improve the draw call count. 1 mesh = 1 draw call, 1 object =1 draw call and each additional limb attatched = 1 draw call each.
Don't be afraid to use large textures to help combine meshes. You can also work with simple shaders and use the texture stages to help combine meshes if your unsure of texture size limits(1024*1024 should be fine even for slightly older hardware). Try seeing how many cubes you can fit in an empty scene to the point where the fps drops to a level that's playable, then repeat the same scene but this time swap the cube mesh for a higher triangle count mesh(not to high - there are still limits) and notice very little variance in performance. I want to point out a slight disclaimer here - on very old or poor performance hardware this probably won't work out as I have just written. In any case play around and test to see what the limits of your hardware can do with DBP then work out a way of managing it.
Quote: "-wasd for movement
-c to take cover
-enter to pause/play
-spacekey to skip cutscene
-mouse/click to move camera and shoot"
As I don't know what has been implemented exactly I am unsure if this is your intention - after a good few turns I eventually worked out that I don't appear to be able to kill anybody, I tried emptying all rounds on 1 man with a gun at his head, nothing happened other than lose 100 rounds so I did the same again for a guy without a gun, again nothing happened. I did get fed up in the end of restarting the program because every time you restart the game from the menu or after being killed, the second cut scene that gave me bullets the first time around don't get given again.
Sometimes the player spawns walking below the ground so that only his knees upwards are visible and sometimes as I walk into the entrance of the shop the character gets positioned on the roof of the shop and remains that height wherever I go. Each time the objective is reached to move to the second cut scene there is a slight flicker between the black screen and the player screen, sometimes the screen remains black and even the menu is not accessible, once again forcing a restart of the program.
I also found the mouse controls unbearable, I feel I must turn left to go left but instead go right, the camera is to close I think as it feels more FPS.
None of the menu items are available other than start/restart and exit.
Forcing window mode without being able to move the mouse to the maximise button meant whatever fps I was getting was impaired, ideally even window mode should be maximised without borders as it affected by your desktop settings and what ever else you have running in the back ground - or better still full screen exclusive mode should be used for better frame rate as it pretty much takes near full control of your hardware.
So by now you will be wondering what my setup is so here it is;
Win10 Pro 64 bit
AMD A4-5300 APU at 3.6 GHz
Nvidia GeForce 750 GTX with 1GB VRAM GDDR5