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

So i would like to help and share my thoughts in real scenario:

→ DX12 - can give you additional depth and clarity in the scene for realistic games when you use alot of foliage. It just looks awesome and it works well with DLSS. All things looks great here,volumetric fog make natural barrier between foliage - rays and shadows just fill up your soul. (Standard LODS doesnt work - FPS drop) . I mean you just enable all here and try to set up on fire your PC:
HW RTX+ HW Lumen+Nanite+Virtual Shadow Maps + DLSS. Cause there is no space here for quality exceptions - each detail improve your immersion.
If not intersted to get breathtaking scenes-> go DX11
Shader Model 6 is for High End Machines Targets AAA+ quality.

→ DX11 - better if you want create some low poly game that doesnt have foliage dense stuff.
it will be hard to get similiar result as on DX12 - there will be also more blurry DLSS imho. Here you can do alot of tweaking and try switching renderer settings to get better frames. Also better to work with LODS here.

My point is - if you create Open World “Realistic title” you should go with DX12 and Nanite. Since there is dimension difference.
DX11


DX12

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