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

**URL:** <https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218>\
**Category:** Debugging, Optimization, & Profiling\
**Tags:** unreal-engine, bug-report, Rendering\
**Created:** [August 16, 2023, 7:32pm UTC](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218 "2023-08-16T19:32:57Z")\
**Posts on this page:** 1\
**Showing post:** 358

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**Author:** ![TheKJ](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheKJ](https://forums.unrealengine.com/u/TheKJ)\
**Post date:** [May 18, 2025, 8:10am UTC](https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218/358 "2025-05-18T08:10:00Z")

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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.

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/d/8/cd89afcdfc73b46c6485c994d771c8c52caa7a2a.jpeg "Optimization UE5 - The Power of Instanced Static Meshes with Efficient Materials") ](https://www.youtube.com/watch?v=S7lJnSeL41M&t=190s)

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.

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