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

I’m not sure how what I said is irrelevant. It directly addresses the issue you mentioned: they used Nanite for only a limited number of objects and didn’t implement LODs for the rest of the meshes (except for foliage). This approach unnecessarily increased the computational load for calculating Nanite, without any clear benefit. Also, they didn’t create LODs for other objects. It’s like you baking lighting for a scene to use it as static light while still having the game calculate all dynamic lighting and Lumen GI simultaneously, without any justification.

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