RTX 12GB 3060 latest game drivers. That’s not target hardware (but we test on it since there are less Nvidia hw optimizations), base 9th gen is (at least for our studio).
We also have RNDA2 hardware we can test the same scenario on when we’re less busy.
I always test at 1080p and that’s a giant factor you might miss.
So, I think the issue is likely something else here, as it might be a compatibility or driver issue (or a bug in 5.5 preview)
It’s not. We just include a lot of context.
You can share the project with us so we can compare the performance on different systems.
It’s not a project it’s just a bunch of cubes. Easy to replicate. My map was inside a much larger personal project.
My response to Lucians oversimplification of our(thousands of people) viewpoint and LODs
I don’t believe either the idea that “high poly makes Nanite faster”
But you already admitted to not fully understanding how everything is drawn when you shared this comment paired with insults towards me. Nanite and non-nanite meshes draw the same way except one draws and culls with clusters instead of the whole mesh. Both will only render triangles per facing the camera and end up in samping range.
You seem to want to take this topic with a reasonable approached now. You need some things set straight though. You’ve suggested mind boggling things such as “needing 10 LODs” or “increased quality” from Nanite+VSMs. VSMs during simple traversal is staggering to performance and requires incompetent TAA to mask terrible noise and it can’t even render at a high enough resoltion to hide jagged lines with reasonable performance.
Nanite also displays pop-in (you can see it if you don’t have blurry TAA/TSR on) and Tessellation x Smarter material workflows would perform 2x faster and would incur reasonable management.
it’s true to an extent, but using 30 LODs per model could actually make things worse.
Again, tessellation for so many reasons…LODs are kindergarten.
You never factor in the aliasing issues nanite promotes..
That is a downgrade in visual quality.
Pop-in is worse these days because unreal’s auto-lods and recent engine dithering patterns are garbage and VERY low quality.
Am I saying everyone should handmake LODs? No, I’m saying we need workflows and higher quality approaches that don’t destroy potential in hardware. I’ve even stated scenarios where nanite makes sense but there is not reasonable compromisable system in unreal.
And it doesn’t matter what the hardware is. The percentage increase will be mostly universal. I recently confirmed a 20fps difference in performance in a recent title that used Nanite on 4080. 20fps increase and no visual loss other than terrain quality when Nanite was disabled. And this was the case when terrain wasn’t even on screen.