# Nanite Performance is Not Better than Overdraw Focused LODs \[TEST RESULTS\]. Epic's Documentation is Dangering Optimization.

**URL:** <https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218>\
**Category:** Debugging, Optimization, & Profiling\
**Tags:** unreal-engine, bug-report, Rendering\
**Created:** [August 16, 2023, 7:32pm UTC](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218 "2023-08-16T19:32:57Z")\
**Posts on this page:** 1\
**Showing post:** 1

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**Author:** ![TheKJ](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheKJ](https://forums.unrealengine.com/u/TheKJ)\
**Post date:** [August 16, 2023, 7:32pm UTC](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218/1 "2023-08-16T19:32:57Z")

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!!!UPDATED MEGA THREAD!!!  
This post has been updated to include every major performance test against LODs posted through the current 142 post included here. There is no need for mindless scrolling over opinions and arguments for the facts. Note, these tests get progressively more complex and compelling regarding **the faster performance without Nanite.**

To Epic Games: **FIX this LIE contained in the [UE 5.0-5.4+ documentations.](https://dev.epicgames.com/documentation/en-us/unreal-engine/nanite-virtualized-geometry-in-unreal-engine?application_version=5.4)**

> Nanite should generally be enabled wherever possible. Any Static Mesh that has it enabled will typically render faster.

The part where it renders faster is true **if quad overdraw has been abused with lots of visible green.** Other features you decide to use with a Nanite can make your scene MUCH slower than a scene using automatic and/or maybe 1 minute of manually optimized game focused LODs.

* * *

Test links (in chronological order):

* * *

> **1. Test below where done on a 1080p screen on mobile 3060**
>
> A high-quality mesh with 5000 triangle’s, NO LODS, 5,000,000 triangles.
> 
> ![Huge no LOD.PNG](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/5/6/a562d0ddfc141bd16af695bf58a899ac2c10f09b.jpeg)
> 
> Same mesh 5000 triangle’s, with **10 mins handcrafted LODS** , 480,000 triangles.
> 
> ![WITH CARE LOD.PNG](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/8/9/7897b5503efcb09ffe3928437b4eb276d860ab62.jpeg)
> 
> A mesh with 5000 triangle’s, using Nanite. 4000 traingles, but look at the FPS! **Worse without LOD FPS LMAO!** and no other features like VSM’s where used.
> 
> ![Nanite vs without care.PNG](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/8/2/b824781a4c3bd1da8b7e3c5fdbe763bb959a7c76.jpeg)

> **2. Another basic test with large scale rendering**
>
> [Nanite Performance is Not Better than Overdraw Focused LODs [TEST RESULTS]. Epic's Documentation is Dangering Optimization. - #2 by TheKJ](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-lods-test-results-fix-your-documentation-epic-youre-dangering-optimization/1263218/2)

> **3. Performance loss with Nanite tessellation with landscape**
>
> [Nanite Performance is Not Better than Overdraw Focused LODs [TEST RESULTS]. Epic's Documentation is Dangering Optimization. - #13 by Jau\_Studio](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-lods-test-results-fix-your-documentation-epic-youre-dangering-optimization/1263218/13)

> **4. Outdated Lyra test(Nanite was slower)**
>
> [Nanite Performance is Not Better than Overdraw Focused LODs [TEST RESULTS]. Epic's Documentation is Dangering Optimization. - #20 by TheKJ](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-lods-test-results-fix-your-documentation-epic-youre-dangering-optimization/1263218/20)

> **BONUS: Visual issues with Nanite promoted density.**
>
> [Nanite Performance is Not Better than Overdraw Focused LODs [TEST RESULTS]. Epic's Documentation is Dangering Optimization. - #30 by TheKJ](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-lods-test-results-fix-your-documentation-epic-youre-dangering-optimization/1263218/30)

> **5. Overdraw abused scene**
>
> 1. [Nanite Performance is Not Better than Overdraw Focused LODs [TEST RESULTS]. Epic's Documentation is Dangering Optimization. - #69 by TheKJ](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-lods-test-results-fix-your-documentation-epic-youre-dangering-optimization/1263218/69)

> **6. Nanite with last gen lighting vs LODs with next gen lighting**
>
> A stupid waste of your ms budget: [Imgsli](https://imgsli.com/MjQ2NjEw)

> **7. Updated Lyra test**
>
> [Nanite Performance is Not Better than Overdraw Focused LODs [TEST RESULTS]. Epic's Documentation is Dangering Optimization. - #90 by TheKJ](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-lods-test-results-fix-your-documentation-epic-youre-dangering-optimization/1263218/90)

> **8. Six million poly mesh/scene is slower with nanite.**
>
> [Nanite Performance is Not Better than Overdraw Focused LODs [TEST RESULTS]. Epic's Documentation is Dangering Optimization. - #102 by TheKJ](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-lods-test-results-fix-your-documentation-epic-youre-dangering-optimization/1263218/102)

> **9. Improperly enabled nanite running faster**
>
> [Nanite Performance is Not Better than Overdraw Focused LODs [TEST RESULTS]. Epic's Documentation is Dangering Optimization. - #105 by TheKJ](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-lods-test-results-fix-your-documentation-epic-youre-dangering-optimization/1263218/105)

> **10. Documented negative experience with nanite**
>
> [Nanite Performance is Not Better than Overdraw Focused LODs [TEST RESULTS]. Epic's Documentation is Dangering Optimization. - #117 by Tymax](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-lods-test-results-fix-your-documentation-epic-youre-dangering-optimization/1263218/117)?

> **11. Threat Interactive example of subpixel issues promoted by Nanite vs texture quality**
>
> [https://youtu.be/lJu\_DgCHfx4?t=810](https://youtu.be/lJu_DgCHfx4?t=810)

> **12. Overdraw explained and stopping the 'poly count limit' for nanite lie**
>
> [Nanite Performance is Not Better than Overdraw Focused LODs [TEST RESULTS]. Epic's Documentation is Dangering Optimization. - #145 by TheKJ](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-lods-test-results-fix-your-documentation-epic-youre-dangering-optimization/1263218/145)

> **13: Developer use-case for VR with Nanite**
>
> Post [1](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218/167) & [2](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218/168?), despite a pro-temporal upscaling dev-case, it’s detailed enough to include in test.

> **14: Threat Interactive report on Nanite performance vs traditional rasterization performance research.**
>
> [The video also includes additional information about geometric temporal instability and Anti-Aliasing research.](https://youtu.be/M00DGjAP-mU?si=_tFOl3qEqttYiDYi)

> **15: 5.5 Preview Nanite test debunking: More Triangles=Better Culling for Performance**
>
> [Nanite Performance is Not Better than Overdraw Focused LODs [TEST RESULTS]. Epic's Documentation is Dangering Optimization. - #235 by TheKJ](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218/235)

> **16: UE5.4 (and why version # at this time is irrelevant) Nanite test regarding test link 15 with additional context reply and scenario tier list**
>
> [The counter test](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218/242)
> 
> [And the reply explaining why the test differs from test link 15 and performance tier list.](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218/243)
> 
> * * *

> **17: Nanite city with & without instancing test results**
>
> [Nanite Performance is Not Better than Overdraw Focused LODs [TEST RESULTS]. Epic's Documentation is Dangering Optimization. - #358 by TheKJ](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218/358)

> **18: (Best test so far) 5.5 nanite test with optimized LODs & Nanite scene**
>
> [https://youtu.be/EFXWXRfaSPE?t=973](https://youtu.be/EFXWXRfaSPE?t=973)

Non-chronological off thread proof:  
[Optimization? Performance worse WITH Nanite and DX12… : unrealengine (reddit.com)](https://www.reddit.com/r/unrealengine/comments/yeo18n/optimization_performance_worse_with_nanite_and/)–

[Worse performance after enabling Nanite?](https://forums.unrealengine.com/t/worse-performance-after-enabling-nanite/231554/) –

[Nanite Performance](https://forums.unrealengine.com/t/nanite-performance/1164716/) –

[How to optimize Nanite enabled mesh?](https://forums.unrealengine.com/t/how-to-optimize-nanite-enabled-mesh/233444) —(post showcases worse perf after nanite is enabled)

Need more proof?  
Test Epic’s 6 billion dollar baby Fortnite performance as an example too.

Stop relying on Nanite people. And **YOU/Epic Games** need to either fix Nanite or stop revolving other important features around it like VSMs and Lumen.

9th generation Fortnite (Nanite, Lumen, etc) would run better than how it runs now _with Nanite_ just by adding LODs.

Optimize your scene with LODs and **mainly quad overdraw for now.** Because all these new features are pointless if you have to use blurry/artifact upscalers like DLSS or TSR to reach 60fps which should be a standard by now but devs can barely keep up with it. You’re not going to get that “Nanite detail” anyway with blurry upscalers.

TAA and Upscalers ruin motion clarity. What’s in video games? **Motion. Lots of it.**

Kevin Jimenez  
[Founder of Threat Interactive.](https://www.youtube.com/channel/UC2ksme4hP4Nx97ilFTQ0K0Q)

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