Hello. I’m using nanite in my project and I’m using Instanced Static Mesh. Does it have any sense for optimization? I’ve tried to look into statistic and don’t see any defference between 12 meshes or 1 mesh + 11 instanced meshes.
looks like you dont use ISM correct way. ISm is beneficial if you have same mesh in level multiple times, then create bp with ISM component, assign SM to it and then add instances in Instances section otherwise you have not getting any benefit.
It seems that all instances are not on top of each other in this case as @KryogenicGames mentioned, given that you’re updating the value of the location Vector in each loop and adding a constant (Although for a moment I suspected them to be on top of each other)
In any case, to quote Chris Murphy here, “nanite is very very very very very good at instancing static meshes”, but I’m not sure if it’s being used properly in this case.
sadly there is not per actor draw calls, i would try to have exactly same levels and see difference, but this instancing should also affect your other stats like fps, try perhaps scene with higher count. also how many triangles your mesh has? if is not high count is no point having nanite enabled
yes, ism works fine when you use same mesh and material so best to use for same meshes, scale doesnt affect perf but different material will add draw call. i think if you want to see perf difference add high count nanite mesh maybe 1mil triangles add maybe 10 of them to level, save stats and then do the same but as one bp with ism component and 10 instances, you should see difference