Nanite - CPU performance with large open world, Many materials, even when nothing is visible.

Hello, this thread caught my interest because it seems to describe the issue we’re also facing. We’re running version 5.4 and are bottlenecked on the RHI thread with around 4300 shading bins, 4200 of them are empty. This becomes especially problematic on lower-end specs when users select low scalability and low resolution.

I’m curious, are the detailed per-draw call scopes something you added locally, or are they

available out of the box in Unreal? I’ve tried some approaches using draw events, but nothing seems to output them to Insights by default.