UE5.6 Is Terrible-No profiler, Rendering Nanite Geo Twice (Hardware Basepass still present)

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.

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BUMP

BUMP

Checking the stat gpu numbers and the profilegpu log in the default fps template project it seems that the NaniteBasePass item in the stat gpu list reflects 2 events:
NaniteBasepass after Nanite:VisBuffer and inside the Basepass stage.

Also, the profilegpu command in the output log emits the graphics and the compute queue as well, in a much more readable way than ever before.
On the other hand I agree, a UI representation would be more practical for everyone.

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