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

Thank you for your kind words!
The main difference between your scene and mine is, that you have a forest vegetation which adds a lot more overdraw than my scene.

We have a landscape, a layer of grass foliage and maybe a tree/bush. But behind those are mostly rocks and hard surfaces. We specifically designed the level like this, so we can minimize overdraws with leafs.
Also our level is shaped like a bowl because it is an arena the player can play in. So there is not much draw distance, the number of meshes is limited and the mountains are acting like a hard border, not only for the player, but also for mesh culling.

Your scene has layers and layers of vegetation so it is actually really impressive on your part, that you managed to reach such high frame rates!
What helps with that, is, if you introduce hills or cliffs inside the forest. Like this:


But ofc, i don’t know if these type of structures match your home state’s landscapes :smiley:
Just keep in mind, good level design is a key part of performance.

One note on the side though, your saturation is way too strong. Your image looks too green, to the point of it being Unreal (pun intended ^^)

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