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

Hey @TheKJ , i see your point but as i shown there is massive difference with thickness in display with Nanites. So in that case there must be consideration if LOD Foliage assets can achieve that in UE5. If not there is needed Rank of that visual quality of that in % score improvement - as example Vote from Devs,Players and transpose that to the frames lost caused by that quality increase.
So if the Masked LOD foliage assets can be displayed 1:1 as Nanite with also better frames i shown - please create some map.
Give us tutorial - how to create that Meshes,materials for them and how to setup engine.
In final how to achieve faster game render - and i will forget that Nanite exist :slight_smile:

Today iam doing deep test on my 16K terrain and nanite slows down here in every scenario packing stuff with Nanite Foliage 20k instances in 2tiles (1024 terrain tiles are placed on the level)


Setup with only Directional Light

Standard LOD+HLOD Terrain score


Loaded both tiles with foliage

Full Nanite Terrain Score (Nanite Tiles and Nanite HLOD)



I thought the more the triangles packed into Nanite i will get more improvement - but it fails with in my case - Static Mesh Tiles scenario.
Going also Test for Landscape system and how things goes (Max 8k size possible here for my PC).

Thanks in advance!

I have recent News Full RT Scenario 5.5
I have Disabled World Partition and all tiles were loaded with 110 K instances of Nanite trees
Nanite 69 frames 5 GB of GPU RAM
SM 70 frames 6,4 Gb of GPU RAM
So if i dont get more frames i get goodies in other place. In that case iam switching completly for Nanite. Need to buy good foliage assets.

EDIT - increased to 500k trees
Project Load Super Fast
Performance its Outstanding
Low Memory Usage Even With FULL RT (OBS took 700 MB of RAM)
Insane Amount of Poly and Details
Proof

Also Found some Optimization technique during tests for Science. If you like my experiments
you know all the sentece Youtubers calls “hit that button” All The Best

a man in a room with the word hackerman on the screen

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@TheKJ This whole post just seems to exist to prove that Nanite performs worse than LODs… Why are you so OBSESSED with explaining that Nanite performs worse than classic LODs? WHAT?! PRECOMPUTED LODs are FASTER than REAL-TIME COMPUTED LODs?! NO WAY?! Who would’ve thought…

Thank you for telling me something every normal human with 3 brain cells already knows. What I don’t know, however, is: WHEN can I use Nanite, WHY should I use Nanite, and WHEN should I not use it – and WHY not? #UseCases

In your eyes, does Nanite have no strengths, only weaknesses? Why is EVERYTHING negative…
It’s not like you’re entirely wrong with what you’re saying, but in my eyes your posts offer absolutely zero added value. The way you present all this isn’t scientific or serious (at least not HERE in the Epic Games UE forum) – it reminds me more of a 16-year-old emotional kid screaming because something doesn’t go their way.

But that way you’re not going to convince anyone to stop using Nanite or whatever your intention is. At most, you’re going to rile up the gamer community against developers and/or Epic Games and stir up hate instead of uniting communities constructively, finding compromise, or even driving change in the industry.

I don’t think this is the right approach – and that’s a real shame, because I do watch your videos from time to time and you do come across as someone who knows what they’re talking about and wants to make a difference.
But with this approach, you’ll achieve the exact opposite… wasted potential, really sad.

No one needs to explain it, explains itself. Followed by Lumen and Virtual Shadow Maps.

If it’s self-explanatory, then there’s no need to keep this post either.

I wonder when this hilarious discussion ends. Once in a while when I am bored I come here to be amused.

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The documentation needs to be fixed, as the creator of the thread, my issues has not been addressed. The documentation is wrong & even Epic speakers are giving worse information than my studios videos.

The thread is here for engine updates & keeping track of visbuffer & nanite basepass efficiency against properly optimized content.

No point in locking the thread, more people will make Nanite performance thread but the mods need to remove rude & off-topic comments.

Dude, there’s not a single one of your tests that’s been done correctly. There’s not a single time you’ve packaged and used the recommended tools and not a single time you made a realistic test scene that would look like a plausible game use case.
There are people having double the performances in packaged build vs in-editor so all timings could be really different when packaged (UE5.6 is slower than UE5.5 in editor but faster when packaged).
And everybody knows that’s there is no “studio” we all know that you are on your own.

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Same :slight_smile: Just lurking. Still funny coming back once a month ^^