Please consider adding the cvar r.Nanite.MaxPixelsPerEdge in the nanite settings of the static mesh editor. I’m not entirely familiar with how it works in the backend and if it’s at all possible but being able to force nanite to cull the triangles harder for certain meshes could go a long way in optimizing the Nanite VisBuffer especially for foliage.
Whilst this can be used on a global level and it works fine for certain meshes such as foliage, it introduces noticeable unacceptable pop-in of the triangle clusters changes of other meshes such as buildings, rocks etc. Basically anything that’s continous displaced surface. While this may happen for foliage if you really zoom in and nitpick it’s really not noticeable in a dense forest unless you force it to obscene values like 5+
It would help a lot in achieve good visbuffer timings in dense foliage scenarios. Thanks.