Hi
adding displacement tessellation to a landscape doesn’t reduce the amount of triangle invalidate all the nanite performance boost, there is any way to optimize this by editor or editing the naniteTesselation.sh shader?
Oh I am also interested in this and I am currently googling for a solution which is why I found your post. But I guess that Nanite Tessellation is still in Experimental State so it remains unfinished for a while. As long as you have to enable it in your ini, you might have to deal with this performance issue until nanite tessellation is finished.
I also tried distance based tessellation but it didnt work and the triangles stayed in this high density.
thanks mate for the reply
yeah looks like it’s faster “covered” your landscape with nanite SM than use the tessellation , for now I had an option in my quality in game menu to enable/disable the tessellation for more powerfull configuration.
I also noticed that enable nanite without tesselation in landscape cause a small amount of performance impact, so in the option I had to use the flag to not be rendered anw