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

You’re showing a lot of masked materials that perform really poorly using Nanite.
To use the same scene properly for Nanite you have to use geometry for all the leaves for it to perform better than LODs

Deliver proofs and stop propaganda include 8k level size with world partition (full nanite vs full LOD + Imposters) you can also make a static mesh terrain. 3x times more FPS

Here is the proof with real world scenario performances that proves that at this level of detail it looks better and peform better than LODs, you’re welcome.
Your First Nanite Foliage Tutorial

he doesnt compare proper LOD setup VS Nanite an yes you must make new nanite assets and yopu still dont get that frames

He does. He is using full LOD masked material vs full geometry at the end.
Edit: not in this video, I can’t remember which one, but he does

you can split assets with less triangles and pack more instances in screen in LOD - instead making one bush grass that is faulty pipeline for LOD so he get more in nanite.

Upscalling even works better without using masked materials so it even improve upscalling quality by a lot with a lot less ghosting using only full 3D meshes and Nanite because upscallers can use motion vectors unlike masked materials.

give me that assets - also lod 0 meshes and you will make a open world real scenario test. Technical stuff sound silly without serious comparision in same scene - ghosting or have 2x more fps is a straight choice Friend.

It was in this video : Unreal Engine Sucks? You’re doing it wrong
That got deleted for copyright strike from Threat Interactive (the guy that delete everything that he doesn’t like/fit is narrative)

Please deliver for me Assets with proper made Nanite (grass + bush+ rock+ tree) i can make 8k map size with world partition and HLODs (since higher size on that detail landscape crash for me - to low ram) full Nanite Pipeline + Landscape/Mesh terrain
vs LOD + Mesh terrain. Both Raytracing packed with DLSS4.

IDK if there are free available
Nanite Trees Vol.1 | Fab

I own

tell me if all assets are proper in this pack and i will make that map. Anyone tells they cant create proper nanite assets so i need find that are offical approved to end this war.

BTW pack that i did in a video comes from: IN a pack there are Nanite Assets and Low Poly(LOD) so tell me that nanite assets are not properly created?

Thanks all the best!

I ran the demo of Snowy Peaks Landscape, it’s all masked materials only the trunk is 3D, not even the branches so it’s typical worst case scenario for Nanite.
Unfortunately many assets on the marketplace are advertised as “Nanite assets” while they really are not.
For Namaqualand Environment and Asset Pack i only had a look at the screenshots it looks like masked material for the leaves, maybe branches are real 3D but that’s still not optimised enough for Nanite.

PCG Biome: River Generator (Interactive Foliage, Tree, Water, Wind System) | Fab own also this one

hard to tell on this one. Some seems to be full 3D (trees without leaves)




Green Light or Still not good one? - if not please find somone who can make 4 assets as i said an can share that free. they can be ugly - just for the test .THX

This tree seems to be using triangles for everything yes.
The grass is using masked materials but i’m not sure. but this tree seems to be real Nanite optimised.

LODs mean nothing. The content creator does not test the geometric timings of Nanite foliage against Quad Overdraw (the optimization of traditional HW raster) friendly topology with efficiently alpha masking.

@myasga

Overdraw view mode shows the issue. The software rasterizer for Nanite does not have HW depth testing and will only cull on cluster basis. Thin foliage clusters don’t work so the vis buffer will skyrocket so despite what Epic thinks, this is not viable for quality real-time rendering.

You also need to merge your instancing.

Convert the assets into alpha masked content with close cutouts nearby and simple shapes beyond.

What are you guys even arguing here? Nanite is not the issue in his benchmarks.

Nanite takes 2.5ms to render, as his preview clearly shows. + 0.5ms base pass. That’s it for rendering the geo. His “optimized” scene takes about 1.5ms, which is less, put you can see LODs popping in and reduced detail.

What’s really making a difference here is, that he disabled lumen GI, Reflections and raytracing. Which has nothing to do with Nanite and this whole discussion.
So claiming “turn on nanite and have 2x less frames” is just dishonest. You loose 10% of your frame time for unlimited meshes/details and no LOD popping, which is a fair deal IMO.

Also @TheKJ, overdraw doesn’t matter, if it doesn’t affect frame time. Nanite can have pretty harsh overdraw and barely increases in render time.

1 Like

HWRT is turned on also Nanite does not work with Shadow Maps, Switching to Ambient Occlusion gave that close Lumen touch. Also i did not optimized those LOD asssets (just switched assets from Nanite to LOD ones) I will deliver Open World scenario with propably that mystery “Nanite Assets” from other packs i have.
You forget With that 2x times frames space you can increase as example resolution or give more and better looking effects to the scene . Something new to check also