Looks about the same as all the other youtube videos demonstrating Nanite. Loads a high poly model without LOD optimization and compared it with nanite.
From the discussions, I think the current summary is this:
Use nanite when:
-The object is large enough the player can be sufficiently close to see details while the edge of the model is far away enough that rendering the extra detail is not contributing to image quality. (ie. A very large rock)
-The object is highly detailed and repeated a lot in a scene to a point where it reaches 20 million rendered triangles.
-The object visually requires perfect detail transitions. No LOD swap should be visibly seen.
Otherwise, the overhead isn’t worth it and models should stick to being optimized with LODs.
If anything I said is wrong, feel free to correct me!