Some issues that still exist:
- GatherRayTracingWorldInstances and BuildTLASInstanceBuffer (or CPU cost for ray tracing) is about 10x more expensive in latest UE5 vs UE4 (5EA2 was ~3x more than UE4) which makes eg. grass unusable with ray tracing while perf was completely fine in UE4
- Landscape grass with meshes that have WPO enabled have (very) incorrect motion vectors in preview 2
- Nanite meshes in landscape grass do not spawn
- Raytracing instance culling is broken with landscape grass.
- Visible in ray tracing switch is broken for foliage (possibly for HISM in general)