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

When I say “share the project” I mean sharing it at the exact same level to avoid the argument, “It’s not like my test”.

Your comparison was unfair anyway because you added displacement, which introduced more geometric details and changed the shape of the mesh. This essentially forced the creation of far more clusters. Also, PS5 is better than RTX3060, so you’ve considered the worst-case scenario. That’s not necessarily a bad approach, but it’s worth mentioning for context.

In a real scenario, it’s beneficial for Nanite to increase geometry (without changing the model’s shape so much with hard noise) to generate more clusters on large/long polygons.

The clusters are created depending on mesh surface angles, uv, etc. Here is a test of 2 meshes, with exactly the same number of triangles:

More information about this: https://youtu.be/dj4kNnj4FAQ?si=0De9MINyRneN6p00&t=2004

My test recreated your scene by adding subdivision - which improves culling:

~31,000 triangles per cube:

~1,300,000 triangles per cube

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