PreloadAsync isn’t meant to be used to load your entire game, it is only meant to prioritise the download of assets that you need visible as soon as possible. It also won’t solve the issue of loading, since it seems that the map itself is taking long to replicate over assets not downloading. The two are very distinct issues and it seems that OP is experiencing the former.
Long loading screens are bad for UX and won’t solve the issue. Players will wait all the same and/or leave the game. A lot of games’ audiences are young and lack patience - even then, no one would want to stare at a loading screen for an abysmal amount of time.
No it doesn’t. It yields until an instance and its descendants have downloaded any AssetId tied to the instance. PreloadAsync is specifically for assets requiring download.
Visual addition =/= Performance upgrade