I just want to say that I appreciate you all keeping things civil on this channel, genuinely. It’s good to have an environment where people can air their thoughts and frustrations about the technology and still be respected for it.
That is a bit of a complex question, and I’d need to pull up ProfileGPU to be sure, but I feel like I should mention that the new forms of nanite don’t always have a flat render time. I got to speak about this with a connection who knows Brian Karis, and he described that Nanite’s programmable raster feature is not guaranteed to cost a flat amount of time. Whenever you have WPO-enabled materials like foliage for example, there is a cost to evaluating that logic that (as I understand) does scale with total triangles rendered. Add to that that foliage is a bad occluder, and you also have overdraw to contend with that’s bottlenecking your performance. The same is true for masked materials, and a handful of other cases. The Electric Dreams demo has absurd nanite costs because it’s filled with extremely high-poly geometry that’s constantly deforming.
Never mind the overdraw that comes as a result of stacks of very thin geometry that can’t use preserve area- again, massive overdraw costs. What I’m essentially saying is that Nanite should be a relatively flat cost in cases of opaque geometry that occludes well-otherwise, it will vary, and the same sort of performance optimization we’re all used to will be called for.