I replayed the opening sequence this morning to see what the framerate was doing. The patch seems to help the game recover from framerate dips quicker, but it still dips quite often. In the first fight, the game constantly floats between 27-31fps. When going into detective mode, it tanks the framerate to a constant 24fps and doesn't recover. The frametime graph is still far from a straight line, but its less varied than before the patch. One way to almost always initiate a framerate dip is when going from walking to running. Almost like clockwork the game dips a few frames and then recovers. I will have to play around in Asylum with my end game file to see how some of the more egregious sections run now. I did try portable mode with a memory overclock and it didn't seem to make the same improvement as before, so they may have found some memory bandwidth saving optimizations. For me the game still doesn't look particularly smooth, but it honestly has more judder when its mostly the frame pacing rather than actual framerate drops. The game will sit right around 30fps often, but its spiking between 16ms, 33ms and 50ms frame times and it honestly it looks worse than when it has a sustained drop into the mid 20's. All this is less noticeable on the small screen, so if you are going to play primarily in portable mode, you may not notice these fluctuations at all.
I will be very interested to see what they can do for City. City has areas that drop hard, but it also has lots of areas that flat out run good with proper frame pacing. I would be curious to know if some of the optimizations they are implementing in Asylum and City are really just retroactively implementing optimizations that they are going with Arkham Knight. They are all UE3 games, so even if the focus remains on Arkham Knight, they may by default find optimizations that they can implement into Asylum and City.