Nanite Tessellation vs Virtual Heightfield Mesh

is Virtual Heightfield Mesh obsolete now that Nanite Tessellation is available? and is it possible to create deformable snow and sand with Nanite Tessellation?

Same question here. I suppose so, as Nanite is the general goal (technically and markingly) for Epic.
I’m looking too to make a good interactive & deformable landscape (and other things)

Hi, as far as UE5.4 landscape with nanite tesselation seemed not useable yet. When I tested it, it was unstable with visual artifacts, as well as performing poorly with not much control over how it performs. So I still use the virtual heightfield mesh. That runs stable for me, as well as performing better with easy tradeoff between quality and performance (by changing the resolution of the heightmap). But the virtual heightfield mesh casts no VSM or CSM shadows (you would need to use contact shadow), the shadow casting broke couple of engine versions ago.