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

I ran these tests to figure out what might have gone wrong and why turning off Nanite improves performance in this specific case. Not sure who you’re arguing with about this, but I never said anything about it being “industry-shattering.” Honestly, the opposite, I was just pointing out a possible mistake to show there’s no need to jump to conclusions like, “AHAHA, Unreal Engine is bad, and all games using it will be terrible.” I know how the streaming level works, but if Nanite isn’t being used, adding at least one LOD level could really help performance on low-end PCs. Even with objects that are close, highly detailed models with dense polygons can still cause quad-overdraw at short distances. LODs are especially crucial for foliage since meshes with opacity can hit performance hard when there are lots of “overlapping” polygons in view.

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