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

wow. this aged well.
so. ive converted everything i can into nanite because im amateur and indi and like lumen i like it to just take care of all that for me, i can use 1k,2k,8 assets, meshes,landscapes, materials etc
and nanite will discard all lods and make it auto scale in editor for best peformance. play the game baked/stand alone and it just works. what more could you ask for. if you did it manually and had options screen to adjust stuff manually (typical game) they would ask for an auto any way or some radeon / nvidia (dynamic resolution integration) . combine this with FSR and you can literally do it all on the fly if FPS is an issue.

tsr / taa are on par. TSR with the slight advantage because its just broad method that works on most hardware and produces excellent results. the blur can be reduced, esp motion blur/bloom etc.
but in motion graphics. you can test with without vsync+freesync. (you need both for both ends of the tear) i doubt you can notice the issue. but thats not saying its not there.
what is there is like a 0.2 second blur when you go from moving to not moving the camera.
yeah its annoying and you cant unsee it once you see it.

anyone got a fix? lol. you can mask it if you like depth of field lol

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