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
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)
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).
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 âhit that buttonâ All The Best
@TheKJThis 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 wouldâve thoughtâŚ
Thank you for telling me something every normal human with 3 brain cells already knows. What I donât know, however, is: WHEN can I use Nanite, WHY should I use Nanite, and WHEN should I not use it â and WHY not? #UseCases
In your eyes, does Nanite have no strengths, only weaknesses? Why is EVERYTHING negativeâŚ
Itâs not like youâre entirely wrong with what youâre saying, but in my eyes your posts offer absolutely zero added value. The way you present all this isnât scientific or serious (at least not HERE in the Epic Games UE forum) â it reminds me more of a 16-year-old emotional kid screaming because something doesnât go their way.
But that way youâre not going to convince anyone to stop using Nanite or whatever your intention is. At most, youâre 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 donât think this is the right approach â and thatâs a real shame, because I do watch your videos from time to time and you do come across as someone who knows what theyâre talking about and wants to make a difference.
But with this approach, youâll achieve the exact opposite⌠wasted potential, really sad.
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, thereâs not a single one of your tests thatâs been done correctly. Thereâs not a single time youâve 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 thatâs there is no âstudioâ we all know that you are on your own.