Nanite for large worlds; Material cost kills performance

It’s correct that you are supposed to use World Partition/HLODs and all that for things to properly function together but there is no way of properly testing this when the pipeline is broken, both WP and HLODs have major issues stopping it from being production ready for large open worlds. Besides that we can’t really stray away from the original purpose of Nanite with custom solutions as we should expect most of these problems to be properly addressed, at least if Epic ever wants to please the game dev side of the engine.

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