LEvel with many sublevels poor performance when all levels hidden.

I have a level with many sublevels. A lot of stuff… I am trying to improve fps, but the thing is when i make every single sublevel hidden for a grand total of 2 draw calls… i still max out at 70 fps on a gtx 980m… What is happening here??? Why are fps so low when nothing is visible…

Update

Fps is still at that low fps when every single sub level starts unloaded… not just not visible but not even loaded and yet fps still bad… why?

Update2

Hiding levels in editor makes fps go up a lot, but when i hide sublevels in standalone play mode i dont get that same performance increase… i get maxed out at like 70 fps… (200 or more fps in editor if i hide sub levels…)

Update3

I have included an image of stat scene rendering and stat levels to show all sublevels unloaded but a few culling and post processing volume ones and sky… Basically everything gone and the fps is a ■■■■■■ 55 fps on a gtx 980… why!??

have you tried to package your game and do you see the same behaviour in a packaged game?

It seems like my problem was more then likely convoluted bloom was enabled. Who knew you lose 70 fps with convoluted bloom… If i hid everything in editor i was also hiding the post volume level… but in runtime my blueprint script didnt include the volume level which meant it kept the convoluted bloom on… Causing the performance drop…