never showcasing scenarios that would actually be used in a real game.
There are several people getting 40% increases from disabling Nanite in Silent Hill 2 which was covered in this video. Performance boost are very intense in different areas according to commenters which I didn’t even cover.
What you’ll miss is I can take a real world example and people here will find any excuse to say “it’s the developers faults, they did something wrong!” when this is my entire point. If it’s so hard to get right, stop pushing it on developers.
When someone shows nanite scenario running faster, I don’t scream “you did something” wrong, I state the exact issues they got wrong(overdraw).
maybe it’s time to let this go?
No, because it’s shows off how inherently flawed the community is and how stuck they are on Epic’s words on these issues. Also lets users confirm stagnant performance enhancements per UE version release.
His tests are always run in-editor on the same hardware,
People saying this are blindly listening to Epic’s suggestions about “editor distortion” and people don’t even understand why it’s suggested. 3+4+5+6=18. If you take out the first cost(editor, say number 3) 4, 5, 6(shader timings) do not magically shrink.
Or is traditional LOD the alternative?
Compute based tessellation(nanite independent)/batches and newer LOD algorithms that create new textures such as depth bias, and intelligently remap UVs, optimize topology for “max area”, and intelligently reduce tri count by analyzing overdraw instead of blind, deforming algorithms in UE5 right now.
It’s a workflow problem. And right now Nanite is a 12 sec checkbox vs LODs which can take up to 15 mins with poor results(due to funding neglect).
Why focus on problems from hypothetical tests rather than real-world challenges?
Such as the massive amount of UE5 games that have come out?
That’s the real world problem, the small test here only prove exponential performance loss in more complex scenarios and disproving the “threshold of detail for constant cost” or polycount lies.
This forum exists to help others with actual problems,
The thread has helped numerous people turn performance around by understanding the fundamental fact(that Epic refuses to state themselves, if not compete lie about it) that nanite is slower than proper optimization and lots of people care about performance. These same people didn’t get quick access results until this thread was made.
I also have my doubts about where this discussion is headed.
Then it’s not for you, it’s for developers who want good performance and consumer reference.
The thread updates with every major release of UE. It heads where Epic leads it.