Prime example, it used to be that nanite didn’t work with foliage. It now does.
Yeah, and that’s not a good thing, it performs worse. In fact a lot worse on foliage. It doesn’t stand anywhere near as good as other visibility buffer implementations becuase it’s not focused on performance it’s focused on “storage” as stated by Brian Karis. Is that really your prime example? DFAO would have been a better one since they gave better and more relevant timing regarding.
Listen I’m not upset with you. I’m upset that Epic’s funding is going towards features that are creating false illusions about affordable hardware. We are talking the best you can get with $300 on GPU terms which isn’t far from consoles which have had some pretty atrocious performing games that look like blurry crap in motion. The issues are stemming from clear problems stated here and on the 1# feedback thread , Epic has the money to fund the better solutions.