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

“If I had asked people what they wanted, they would have said faster horses.” - Henry Ford.

Ultra Wide Full Resolution (3440x1440 x 100% ScreePercentage)

Video without FastGeo (Streaming Tiles Would be much Faster - there is need to pack milions of instances to make an comparision)

and 40K streaming Partition

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I did test with Nanite ISMs
packed with awesome MeshPack tool - highly recommend

(conversion from SM to ISM)
Without packing - alone Meshes take more 300MB GPU memory 30K instances with 5mb allocation as example:

So this is why its important to pack SM if there more than one instance.

Also base 5.7 is a huge beast

with 5.6 FastGeo is must have and for 5.7 its like smoothin edge tool for really heavy scenarios.

take a look for a 120 MB voxel nanites (2mln triangles) first partition load after game launch with 10k instances arround - rest tiles load without any lag - and leaving area and going back also 0 visible cuts.

without:

and with FastGeo (Witcher 4 session demo reccomended Cvars)

it feels like more natural transition like lag is being chunked with small portions with FastGeo.

And video with all tech - strong lag comes with the delay - looking how to manage.Cause its on pie account for begin- while packed it have delay.

FIXED issue.
VLOG3 sooon

V3 - So wish You will deliver now your pipeline for open World with LODS

I finished all tasks i wanted. Nanite Production Ready - Infinite Quality Full Open World Current Hardware.

Nanite Foliage Forest Voxelization - first attempt Current Hardware delivery

  • frames so smooth
  • very dense
  • There is need to work on materials since i use third party assets , for bark pop happens looking why might that happen
  • Voxelization is made on all assets and they have setup strong reduction i think there is some limit so shouldnt be setup for everything?.

Fast rotation with head provides to that with reduced assets. Will try now change their structure to auto and see if there is some progress.

EDIT:

Yep too much reducing provide to have bigger voxels and more stages to resolve for final geometry - so i look now for setup which can be a good basis.

as You can see also FPS is lost and memory is more allocated

EDIT 5.12 - Fixed Voxels;)

LOD forest when You are going to upload?

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