When items in the basepass are converted to Nanite, those material shading rates are transferred into the Nanite base pass. The basepass will only have a timings for items shaded as non-nanite
With 5.6, items are not transferred and it’s behaving like the hardware geo pass is still running all the LODs along with the nanite material evaluation.
This is ridiculous and UE didn’t behave this way in 5.6 preview. Happens in build version too.
5.6 also had a profiler, instead I’m stuck with no documentation and eyesore of a ‘profile gpu’ log:
Can we have someone from the UE dev team address these two issues? Nobody wants to read community guesses.