What is everyone’s experience with performance when it comes to Nanite tessellation? For me with a regular landscape which has decent complexity (the regular stuff) built in and 6 layers it goes from 60 FPS to 30 FPS.
Is such an impact expected, meaning that it’s an “ultra” setting when it comes to games?
Is there any CVARs that we could use to optimize? For example it seems to use a really high density of triangles and I have seen a presentation at Unreal Fest that you can lower this, but I don’t seem to find the exact CVAR. (Also those presentations are not online yet sadly.)