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

Thank You for that kind words and wasting time to watch/read, trying to get most of juice from the Engine - i cant watch tutorials with no real transpostions on the current topic and saying its good or bad. Its not cause of non informative documents and videos but for making propaganda from Older Pipeline Lovers and New Ones. Iam also building my game in basement and eating rocks since left my current job.So have more energy and time to continue diplomatic discussion on the forums and learning c++^^. Cross also fingers for 5.7 (Witcher Edition) with nanite assemblies and new render type for them.Testing aswell Nvidia Branch and RTXDI methods. Thank you also for deliver awesome Plugins which help me alot to do tests and tools inside them to make that content. Please also contact with Epic if there is a way to reduce overhead on Impostor/Last Lods that causing more memory usage with instances, No idea it is material thing or just material slot placing with asset. I did not touched debug tools to see what happens(not expert).BB Generated from RDLodTools of course.That could help to minimize differences between systems and allow LOD+Shadow map users enabling higher graphic settings/Ray tracing (cause allocate more memory) so it can be helpfull for consoles and 8gb graphics.Iam not sure if done correctly but maybe Meshpack plugin also not take everything with packing and do better job for Nanite itself. if you need help to configure iam here - All The Best!

BTW. Here how HLOD Baked looks (That not dense distant area) and instanced before that gap. Look for solution how to manage density - maybe Epic can help also with that. Since Baking detailed nanite without LOD1 switch is painfull can take alot of hours and memory in final (had 11,5gb allocated with RT and Epic details - just trees - 20k instances 1,5 mln - auto setup and it took 8 hours VS 30 mins with LOD1 2triangle switch - 5.7 GB allocated. So there is a must with mixing both techniques as i discover for distant baking).Making fallback factor aggresive not help (cut half of trees on HLOD) Also 5k triangle tree is not 2 triangle thing that Come from Bilboard ^ - which saves that crucial memory allocation for close range details in openworld case.
Tried propably all possibilities and scenarios for HLODS - but i was not able to manage density,like baker cut half of Impostor or 0% nanite fallback factor instances. That is the problem i see that should be fixed somehow in the Engine - forcing to all instances to be visible on distant HLOD.

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