This is nonsense.
Sure, Nanite is great, but in it’s current shape and form absolutely NO replacement for tesselation.
So, with a bit of testing, I found the following issues due to the lack of tesselation.
- There is NO way to subdivide a mesh on the fly. So no taking a mesh from, say, the starter contents, and throwing tesselation on it so you can subdivide it quickly. Now, the only way to do it is to first enable modelling tools from the plugins, create a new mesh, subdivide that mesh and then save it. Even so, that will results in massive polygon counts that will slow down the scene. Wasn’t the whole point of the updates to make the development process easier? Then why would you just introduce a crapton of steps we didn’t have to deal with before?
- Enabling Nanite makes it so that you cannot use WPO; I tested it and a shader with WPO on a nanite enabled mesh didn’t render. Turning either Nanite or WPO off would render it. Seriously, what the hell? You expect us to just forego ANY vertex animated meshes except for the most rudimentary? Because that is very poorly thought out. What about giant ocean shaders? What about other special effects that require high polygon count mesh animations? Sure, Nanite is impressive. But with these sort of limitations, don’t go deprecating technology that actually has features Nanite doesn’t have. Some of us actually use that still. There is more to life than photoscanned assets, you know.
This sucks. Unreal 5 looks amazing, but these sort of limitations put heavy dampers on what Unreal 4 is already perfectly capable of doing. It’s like it took 1 step forward and 2 steps back.
So put tesselation back please. At least until Nanite can at least do what tesselation already could.