The Principled Shader setup for the "Everycity" kit is incorrect and is rendering slower than it should. Each shader is contructed as a Material Builder, with a Principled Shader inside piping to a compute lighting. But the Principled Shader already has a compute lighting compiled inside of itself and this causes many issues: slower rendering, no OGL texture display and double materials when imported into Solaris. I fixed it by copying the Principled Shader out of the Material Builder, deleting the Material Builder, and renaming the Principled Shader to the correct material name.