I just ran into the exact same issue where WPO is going completely crazy. I use grass types in the landscape material with nanite enabled. Any news on a solution?
None from me yet, unfortunately…
I’m just disabling nanite on landscape grass meshes for now until I hear about a solution
Same here. UE5.2. Doesnt work with Nanite foliage.
I was able to get them to appear in 5.3 (nanite enabled) but disabled them until I could play around so I don’t know much more than that.
I’ll update this post in a bit as I can try this quickly once I get my scut-work done…
EDIT
It seems to be working, well-enough, and with WPO.
I DID HIT THIS, FYI: How to Improve Texture Streaming GPU performance in UE5 over 20% increase on GPU memory [Solved] - #6 by Shabayek841
I solved my issue by disabling global illumination entirely. I had screenspace (beta) as my initial setting which got me down to like 2fps and OOM notices.
I took the thatching-grass right out of Bridge, and in the default material, set the WPO-option/switch for EnableGrassWind:
Using these settings:
Yes, the grass moves.
Performance is not as poor as I was expecting. I’m normally getting ~58ish on that scene. 4k on an i9-9900 @ 3.6GHz + 2060 RTX w/6GB so it’s costing me ~8 frames for that density. I would hope for more out of nanite (far as the eye can see?) but I also understand as a 1st-gen raytracing card the 2xxx series is somewhat lacking, particularly since mine is a budget-card.
So, performance aside, it looks like game-on!