Tesselation needs to come back, desperately

That’s what I’m saying… For now, deformed/skinned meshes can just be subdivided for more geometry. The increase in cost for the non-nanite mesh, that had to be subdivided for more geometry since tessellation is gone, will still be trivial compared to the savings in static nanite geometry in the scene. In some cases, the performance might equal the same vs a UE4 version of the scene, but in most cases, you’d probably still come out ahead on UE5, assuming you don’t have dozens of 500k characters on the screen being rendered at LOD0.

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