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

The creator often test quad/prepass/topology unknown LODs vs Nanite which produces untrustworthy win results for Nanite, but it was a good test that resulted in big gains vs instanced and non-instanced nanite(many epic demos). Adding to the mega-thread [17]. Currently making test that build off these results. Instancing also helps regular HW rendering.

I’m not sure what the creator was doing. But I had a somewhat complex scene(somewhat quad optimized) that was taking 2.8ms to render with hw basepass+full-prepass. Nanite visbuffer took .7ms(not a whole lot of sw raster overdraw) and nanite material evaluation was was taking 4.3ms. (Nanite evaluation is too slow).
Instancing turned .7ms vis buffer into a .4ms visbuffer. Looks like this only helps slow vis buffers

Developers and Users must change their Tech Scenarios to be Complete Large Scale Environments.

There’s barely any context here, I have no clue what overdraw looks like, how the LODs are setup, or what is killing perf in each scenario.