So, just for the kids in the back (and my validation?).
Instead of making a single model of a metal bridge, say just tie-spans and bolts, with many triangles but oh-so-carefully-crafted to maximize performance, it’s better to just-make-the-bridge.
For example: make a tie-span and a bolt mesh, 2 distinct things, but put them everywhere. Since nanite will efficiently cull unseen clusters, our scenes are no longer limited by the sheer number of overall things we can draw atop on another but instead we’ll always be drawing just-about the number of pixels on the screen; bound by resolution vs brute-force-power of the card.
To that end, today, we make a single, or subdivided mesh in as efficiently a way as possible because we need to stay within a budget of work/power. With nanite we don’t really care that tie-beams or bolts overlap, we’re not concerned with the ‘elegant’ mesh that always has the hidden stuff taken away, etc.
Even better, detail wise, just scaling bolts up and down (for example), smaller-scaled meshes are going to generate smaller-scale (smaller resolution) distance fields, larger scale fields for larger things. Overall, the aggregate is that wherever you need it, the distance field is going to scale to the thing, so lighting will be detailed where it needs to be and large/gross where it can be.
So overall, just make the thing, don’t be sloppy, but you really can ‘assemble’ a thing and not need to be so concerned with the elegant/hyper-efficient lines you can’t cross. Be logical, put rocks where you need it, etc, and nanite will help save us from ourselves by making sure the engine only draws just-about what it needs to.