# How to optimize Nanite performance in open-world projects? 

**URL:** <https://forums.unrealengine.com/t/how-to-optimize-nanite-performance-in-open-world-projects/2514520>\
**Category:** Rendering\
**Tags:** unreal-engine, Performance-Profiling, Nanite, question\
**Created:** [May 17, 2025, 3:22am UTC](https://forums.unrealengine.com/t/how-to-optimize-nanite-performance-in-open-world-projects/2514520 "2025-05-17T03:22:35Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![sarahlenker](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sarahlenker/32/994419_2.png) [@sarahlenker](https://forums.unrealengine.com/u/sarahlenker)\
**Post date:** [May 19, 2025, 9:39pm UTC](https://forums.unrealengine.com/t/how-to-optimize-nanite-performance-in-open-world-projects/2514520/2 "2025-05-19T21:39:34Z")

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Hi @xxjunlaix,

The key thing to remember is that Nanite is an entirely different way of rendering, and a lot of the traditional methods to optimize meshes no longer apply.

Given that I’ve answered a version of this question before, I’m going to link you to my answer over there, as all of the information should be helpful in your case

> [@LODs not working at all](https://forums.unrealengine.com/t/lods-not-working-at-all/1340469/6):
>
> I can provide you with some additional context, just because it’s good information to understand. Nanite replaces the traditional rendering pipeline with its own separate rendering system. This includes lighting and shadows, shaders, polygons- all different. In a normal rendering pipeline, every vertex needs to be computed individually. This gets really expensive, because each vertex needs to hold its position, normals, texture coordinates, and color. That’s quite a lot of information for a 1,…

Please, let me know if there’s anything you want me to expand on!

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_[View the full topic](https://forums.unrealengine.com/t/how-to-optimize-nanite-performance-in-open-world-projects/2514520)._
