How to optimize Nanite enabled mesh?

If you look at yesterdays livestream they show of the first Nanite demo. The demo hovers around 20,000,000 triangles in most scenes, but the actual source amount is in the billions.

I think the scene complexity you are testing on is too low for Nanite to shine. It works, but so does the old way of doing it.

PS: Virtual shadow maps works better with Nanite because they leverage the nanite structure to build shadows. Other technics need to use the nanite proxy mesh or distance fields.