In theory, enabling the Nanite SM can reduce video memory usage, but I found in RenderResourceViewer that even if the Nanite is enabled, there are still vertices and index buffers of the original model’s LOD in the GPU. Is this the default behavior of the editor?
I am not sure, just guessing (never bothered with nanite past some testing projects).
But maybe it is because those meshes have all LODs in asset, try mesh without LODs (delete them in unreal mesh editor), and see if this persists.
it`s worked! thank you!
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