Issues with performance when using nanite in 5.0.3

Hi there, we’re currently experiencing some strange performance issues using nanite in 5.0.3.

Our current level design setup uses a large number of modular static meshes, all set with nanite enabled.
Strangely though, in a published build of the game, setting ‘r.nanite 0’, seems to lower the ms, even if the now non-nanite meshes have no LODs set up, when profiling on lower end PC’s as well as the Xbox One. Nanite does however seem to lower the ms on higher-end PC build although not by a very noticeable amount.
(In the editor though, nanite enable does have a significant performance gain but this isn’t important.)

  • We are NOT using Lumen.
  • We are using a dynamic movable light and skylight.
  • Dynamic shadow distance movable set to 5000 with 3 cascades.
  • Distance fields and far shadows are on.
  • Global Illumination is set to ‘none’
    *Reflections are set to Screen Space
    *We are using standard ‘Shadow Maps’ and not ’ Virtual Shadow Maps’
    *Virtual Texture Streaming is turned ON on all asset textures.
  • The Landscape is using World Partition
  • HLODS are turned on using an Instanced HLOD Layer.

Are we better off using a traditional non-nanite, LOD-enabled setup?
Hopefully, this is enough information for you to somewhat determine what is going on but I am more than happy to provide more information.

Thanks a lot

Probably.
You ought to try whatever the latest version of the engine is. 5.0 was a dud. So was 5.1 really.

In truth, unless you want to hold back publishing or have over a year of development ahead, its probably best to stick to what will always work. Old school LODs.