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

Here’s some snapshots from a quick test of the impostors at play, pure Nanite tree (100% triangles).

There’s 18,600 trees (all same type) with 18,286 triangles each (total of 340,305,600).

When the scene (in Stand-alone) is viewed from a height where the trees are 12px or less:

You can zoom out further but the tri-count remains around the same amount.

As soon as you move closer and the trees start getting rendered at over 12px, the tri-count quickly goes up to around this:

and stays at that until you get to around this point:

and then as you move even closer, it starts getting much larger as the detail fills in.

Reducing the “Keep Triangle Percent” down also dramatically reduces the amount of triangles.

Interestingly, replacing the Nanite Meshes with aggressive LODs (5LODs + Impostor, SS: 2,1.2,1.0,.75,.6, Impostor .5 gives around the same number of triangles at distance, and increases to the same amount of 68K at around the same height:

But as you get close, even with the LODs the tri-count gets larger (you could reduce the polycount of the LODs more - but when they’re this aggressive it already is starting to really show):

Regarding memory usage:

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