For the past 3 months I’ve been busy full time with making a giant army renderer from the ground up in UE4 and it’s finally finished.
It can render up to a million units 3x faster than stock Unreal Engine and is hopefully using many of the latest & greatest DirectX 12 tricks: single draw call per LOD, SM6 wave ops for stream compaction and GPU culling, async copy queue, custom DX12 heaps for memcpy-less uploads, etc.