As some of you may already know, tessellation is going to be completely removed from Unreal Engine 5.
Nanite does not replace tessellation in every case, therefore you can’t say that it is made obsolete.
Displacement maps - Tessellation can be used for displacement maps, a functionality that nanite does not have. Sure, you can bake the displacement map into a mesh in another program and use nanite on that mesh, but that is time consuming and impractical. You could just use the same displacement map on multiple meshes that dont have to consist of one billion triangles.
Procedural Meshes - I think these suffer the most and are mostly overlooked. Nanite does not work with procedural meshes. On the other hand, tessellation does work with procedural meshes, saving time and resources as it is much faster than simply generating a more complex procedural mesh (+ also displacement maps, again). Now there is no way to generate a high detailed procedural mesh efficiently. As a solution, they could let us calculate Nanite for an already generated procedural mesh, and provide a way to use the GPU (parallel computation) for vertex generation, kinda like Tessellation worked).
Increasing detail of a low poly mesh - Nanite does not increase the detail at all, it only lets you use meshes that already have high detail. Tessellation can take a low poly mesh and add detail without having to use other programs.
Point is, I know tessellation has it’s drawbacks, and I get why a lot of people think it’s silly. But love it or hate it, you can’t deny it’s uses especially in procedural mesh generation.
Sign this petition to help save Tessellation!