[Discussion] Combining Nanite and Lumen in Open World Projects – Is It Worth It?

Hi everyone! :waving_hand:
I’m an indie developer from Vietnam currently working on a small-scale open world project using Unreal Engine 5.4. I’ve been really impressed by the capabilities of Nanite and Lumen, and I’m trying to push their limits in my current development.

After a few weeks of prototyping, I’ve run into some performance and stability concerns and would love to hear insights from the community.


:magnifying_glass_tilted_left: My Goals:

  • Create a detailed open world (dense forests, complex terrain, ancient ruins).
  • Use fully dynamic lighting with a real-time day-night cycle.
  • Optimize performance for mid-range PCs.

:red_exclamation_mark: Issues I’ve Encountered:

  • With Lumen GI + Reflections enabled, performance drops significantly when viewing large foliage areas.
  • Some Nanite foliage meshes show flickering artifacts at certain distances.
  • Unsure whether to stick with Virtual Shadow Maps or fallback to traditional HLOD systems.

:red_question_mark:Questions for the Community:

  1. Have you built an open world project using Lumen + Nanite? How did you handle optimization?
  2. Is it practical to combine Lumen, Nanite, and World Partition in a mid-sized project?
  3. What’s the best way to manage foliage performance when using Nanite?

:bullseye: What I’m Looking For:

I’d love to hear your advice, optimization strategies, or recommended resources. If you’ve got sample projects, performance breakdowns, or just quick tips — I’d be super grateful!

Thanks for reading and I’m looking forward to learning from your experience.
Happy developing, everyone! :laptop::video_game: