What I found interesting is that Nanite’s culling and resolve became far slower in 5.6
Though, we would need more data on the VRS settings. They may be more aggressive in 5.5.
EDIT: Almost everything is slower in unreal 5.6, the only thing changed was how Lumen was enabled. In fact the only performance gain comes from the Lumen GI stat missing. It doesn’t even seem to be enabled in the 2nd test because if it was, the deferred lighting stat would be around 2ms.
EDIT: Comment quote on the video:
Quite misleading if you don’t know how the engine works. If Lumen is in Async, the timing for Lumen is transferred from LumenScreenProbeGather to RenderDefferedLighting.
Most of the timings are slower in 5.6. Nanite, MegaLights, Translucency, & Volumetric Fog are less optimized now.
TSR & Shadows are better in 5.6 but it only has more FPS (about 2ms more fps) because Lumen diffuse GI (which cost around 2ms) is not enabled unlike the 5.5 test
RenderDefferedLighting would be more if Lumen Gi was enabled, it’s also lower in 5.6 which makes no sense. This is the case unless settings by the uploader where botched for Lumen for the 5.6 test.
@Aresias “You should see even a bigger win for nanite in 5.6.”
Thanks for the video which directly proved this claim wrong.
Tbh, it’s not a good video, I’m more than sure that I noticed a resolve speed up on the g-buffer export from Nanite.