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By default UE5 targets 30 fps with lumen indoors recommended by Epic themselves...
https://dev.epicgames.com/documentation/en-us/unreal-engine/lumen-technical-details-in-unreal-engine?application_version=5.0
So the solution is not to use Nanite for everything, Lumen (or it's global illumination techn (GI)) basically has to be ditched almost completely and use the Nvidia branch version or something like it. In comparison Lumen takes 8ms (8ms = 30 FPS!) for a scene to render, so this cuts your average framerate in half. DDGI in comparison takes only 0.8 ms for 1080p so it would be about 3.2ms in 2160p(4K). The Finals for example uses DDGI with UE5.
https://developer.nvidia.com/game-engines/unreal-engine/rtx-branch
As for Virtual Shadow Maps it basically again one of those high-end modern rendering solutions that I don't think a lot of people will care much about. The only upside seems high fidelity shadows in the distance for highly detailed models. But again these are all features that are integrated with one another somehow.
https://www.unrealengine.com/en-US/tech-blog/virtual-shadow-maps-in-fortnite-battle-royale-chapter-4
So with the Lumen thing I mentioned going from 8ms to 2.3ms would give you at least about a 21 FPS increase. If they could cut back on using nanite for everything and use some regular lod's for things this would also remove some overhead once again. Not sure about VSM I think you could at least replace far away and close by objects shadows with Screenspace shadows.