Nanite foliage for open world

Epic has literally never given you any good tips on performance.

EPIC doe not care about performance.

The people they hire don’t care about performance.

The people who talk at conventions, their evangelists etc, dont give a rats ■■■■ about perfoemance.

In short, youll never fine anything touched by epic thats been optimized for performance.

At best, you get sh*t shows like Boy and Kite which are made to run at 60fps over 1080p if even (I think it was max of 30fps at 1080p).

If you want Perfromance you need to look at other engines and companies who actually care about the subject matter. Cryengine is fairly good at the subject for one.
And no, Unity is just about as bad as epic.

As far as tips go, short of “dont use UE because its unperformant” the usual suspects include:

Using the foliage tool provides built in aggregation/optimization when it works, so keep your foliage into the foliage system.

Heavy LOD transitions with final LODs being octohedral impostors usually outperform anything else (but good luck with nanite).

less tris for each model = better performance.

1 and only 1 material slot for each model. (2 of using octohedral LODs)

shared texture assets for multiple aggregated models.

Instancing whenever possible if not using foliage.

mesh merging whenever possible.

And then theres the obvious settings whoch are more UE specific.
Definitely, precompute velocities in basepass or whatever it is.
Fix your TAA or even ditch for something else like forward rendering.

And/or make sure to also compute the transparencies in the basepass (or whatever that setting is. Which helps with Overdraw).

Don’t expect miracles if using UE.
The devs seem to think your avarage player is happy with 800x600 res.
If you want to run 4k res, you probably get 2fps. And apparently its just your fault for thinking that in 2024 4k is the only acceptable output for a Video Game engine.
Not the devs fault for sucking at their job or anything like that…