I’m hearing rumors about thread parallelization and bindless resource support coming to UE5.4 possibly giving UE some performance boost. If we do get a finally get big performance improvement, this will be a big win for the threads goal.
Innovations that would benefit developers and players would to have optional visibility rendering for opaque objects(since that does help performance) without any Nanite’s admitted overhead: Nanite performance is not better than LODS [TEST RESULTS]. Fix your documentation Epic. You're ruining games. - #36 by TheKJ
Straight from the creator of Nanite.
The primary reason to use lower resolution Nanite meshes is to save on disk space. The performance of lower poly meshes may not be intuitive or like you are used to. Commonly that won’t improve perf. Sometimes it can even be slower. YMMV.
-
^^From Brian Karis himself, from this comment.
-
Self accumulating effects that don’t need TAA accumulation to resolve properly.
-
Better, much more intelligent LOD-detail baking workflows that use the full GPU and CPU,
-
Aggressive caching and systems that would benefit most game scenarios(such as mainy static objects that make up the scene).
-
Updated AA methods and maybe even checkerboard rendering from here