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

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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