Nanite for large worlds; Material cost kills performance

I was thinking more in the line of World Partition HLOD type placements, where it would just be a single “far LOD” in the partitions in the distance.

I can see the merit in having a simpler material switch in at a certain distance (using the existing geometry) though - that should be possible to implement - but after years of trying to match a lit mesh with a flat simple material in rdLODtools, I’m not too optimistic that you could get it to switch without a visible seam in your scene - you can match the distance up with where you change your shadow rendering types to hide it a bit, but it still seems to be defeating what Nanite is providing us with in the first place…