i just spent hours testing a scene i built with 2k megascans, landscape, foliage, etc i have a fixed perspective camera, observing standalone fullscreen performance. tested scene reconstructed with lumen,nanite and every shadermodel rhi/api dx11,dx12,vulkan.
no raytracing,no virtual shadows, taa, no upscale. lumen is faster than screenspace
without nanite, vulkan sm5 lumen gi/ref 3.3-6.8ms
without nanite, vulkan sm6 lumen gi/ref 4.2-8.8ms
without nanite, dx11 sm5 lumen gi/ref 7.8-10.8ms
without nanite, dx12 sm5 lumen gi/ref 8-13.2ms
without nanite, dx12 sm6 lumen gi/ref 12.8-18.3ms
switching taa upscaler added 1-2ms on everything.
switching to tsr added from 6-10ms on everything.
with nanite, dx12 sm6 lumen gi/ref 32.2-52.5ms
hard to tell the quad overdraw, because everything not in the center was fine.
anything in the center of the viewport became 1/3 overdraw (unless im reading the scale wrong)
none of this means anything i to anyone other than me i guess. its just what i noticed testing these scenarios in a real scenario i can measure for myself.
image attached is only a show of the landscape/pcg layers/foliage
i used a refined 1x1 63x63 test landscape