First, thanks for the response Mac 
I took your advice for the launch options by removing them, and it didn’t make too big of a difference, but it may have helped slightly, so I’m keeping them removed from here on out 
I ruled out the graphics card drivers being needed to be updated, and even after updating them, my fps didn’t have a noticeable change unfortunately.
In response to the last part of your reply, I’m sure overclocking is not the issue for the low fps and fps drops. My card isn’t majorly overclocked, and neither is my cpu, with my cpu being water cooled, and my GPU fan curve kicking in hard and a rate that prevents any high temps for any thermal throttling. I play other competitive fps games as well, where they’ve been CPU intensive like Tower Unite, with csgo hitting high framerates, and Overwatch also being able to hit 400 fps in training range, and always over 144 fps even in effect heavy team fights (pretty much the pc doesn’t have any overall problems with overclocking interfering with gameplay). In those games I always hit high CPU utilisation, being in the 90%s, and GPU utilisation always being high as well xD
As for what you said in your reply about your pc, your fps is higher, however, from a purely hardware side, I’m guessing your i9 has more cores since you probably need them for game development, compared to my quad core. This’ll probably mean more cores for Tower Unite to utilise and hence, will yield more performance.
I think there’s something a little more to this low fps than hardware itself though, especially given my low usage that I listed before.
I also decided to find out my fps in the game worlds as a comparison point so you’re aware:
I tested the mini-golf map sweet tooth (wanted to test a visually dense map), and got 280 fps on the cinematic panning camera of the first hole, and got 250 average fps for the entire first hole. If I spin the camera at high sensitivity, the fps bottoms out between 210 and 220 fps.
As for another gamemode, accelerate on bedzoom which was made later than mini-golf, and has abilities with particles and such, ran between 150 and 200 fps in single player mode, only once dipping to 140 fps for a second. At some point though, on the final stretch towards the finish line, bottomed out at 120 though.
This was with a custom workshop model, but as you and I listed in our earlier posts fps wise, it doesn’t make much of a difference, which you stated was because ram doesn’t use much over 8 GBs.
Interestingly, I looked at how the utilisation went whilst playing accelerate, which probably applies for other game worlds like mini-golf, and my GPU usage went between 39 and 54% with CPU usage spiking between 50 and 70% utilisation.
Compare this to arcade, where even in a 0 player server, on top of the stairs next to Salmon Says facing towards super hoopers, I get bouncing between 60 and 70 fps standing still, with only 35% CPU utilisation, and 20% GPU utilisation. (This second test matches the arcade utilisation test I did in my first reply to this thread).
This low utilisation I’ve noticed also occurs in other parts of the plaza too. E.g. Standing on top of the fountain next to the “Tower Condos” sign indoors facing directly towards the Games Ball, gives me exactly 100 fps, with 38% CPU utilisation and 33% GPU utilisation.
This utilisation also probably backs up my statement on multiple cores helping out, since I’m guessing unreal engine 4 doesn’t prioritise most of the load on only 1 core.
Although I appreciate having more fps in the open plaza than the arcade, as others have listed in this post, with beefy pcs you’d think there would be higher fps, which feels even worse on higher refresh rate monitors, and likely effects the experience and gameplay for other players as well.
I’m not entirely sure what the problem is, but I’m hoping this information I listed here could possibly help the devs narrow down what the issue might be 