Use of Runtime Virtual Textures requires r.VirtualTextures to be enabled, so it requires a full Depth Prepass (due to FScene::ShouldForceFullDepthPass), but does it really?
If a project use RVT on a landscape (so, no streaming virtual textures on a lot of objects), the full prepass doesn’t seem really necessary.
What If I enable only occluders in this situation? It doesn’t seem to produce artifacts (landscape must be an occluder): maybe a few more tiles will be rendered due to missing misflagged big occluders.
This will be a performance win for platforms that do not (yet) support nanite