I’m already aware of this. For foliage it works great but I was referring to surfaces and heightmaps. When I tried to displace a surface, nanite appeared to only be distorting the fallback mesh and the shadows became really janky.
However much later on I discovered this video which was pretty helpful because I understood that a big part of my problem was how I was setting up the material shader for WPO. Mine wasn’t displacing the texture in all directions at first as I wanted it too:
According to the video the main problem associated with WPO Displacement when using Nanite is that the triangles become clustered and non uniform. Right now this is not going to be a good solution for doing this because too much detail is stripped away, especially with distance.