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

Have you tried building a game with Nanite, TSR, and VSM’s where you have control over the systems? I’ve recently been extremely satisfied with Nanite, Lumen and VSM’s getting above ~94FPS with TSR enabled at Native 1440p with nanite foliage EVERYWHERE.

I only found optimizations because I’ve been working on a game that I wanted to push some boundaries with.

Nanite isn’t very well documented it seems. I definitely aired some frustration here and on your other thread. But as it stands right now, I am thoroughly satisfied with even more optimizations to be implemented. I’ve been working with it long enough to be certain that I know enough about the system to configure it properly for any project I want to develop with it. This is from: trial and error, reading source code, and watching the unreal youtube channel.

One thing you can’t do when working with these systems is to expect the epic devs to provide you with the perfect configurations and setup for your project. My games code adjust the settings for TSR and Nanite based on the screen percentage. This allows me to avoid wasting resources on things that were increased to account for upscaling. This greatly improves native performance while maintaining the level of quality.

My nanite memory usage cvars were also greatly reduced from the default settings as well as enabling and disabling certain functionality where needed to improve performance.

What it all boils down to is understanding that:

  • Nanite isn’t a one click solution. It requires you to tailor your level assets to fit with nanite as well as configuring the internal systems through CVARS so that the engine can render YOUR assets efficiently.
  • Lumen isn’t a one click solution. It requires you to configure the scalability settings to fit your projects requirements.

All in all, developing a game is the only real way to tell you what you can expect from Nanite, Lumen, VSM’s and TSR.

EDIT: Forgot to mention that Epic introduced a way to scale MaxPixelsPerEdge on a per static mesh level. This allowed me to greatly decrease the settings of some assets while maintaining higher quality on more important assets.

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