Parallel Nanite HW/SW rasterization using Async Compute in DX12

Hi, thanks for reaching out about this. When you say you tested this by allowing overlapping, did you make any code changes to the engine to do this, or was this through changing cvars (r.Nanite.AsyncRasterization)? I will check with some folks about this and get back to you if enabling async rasterization for Nanite is safe. If such a feature is not enabled by default, there tends to be a good reason for it.