Unreal Engine 5.1 Preview

Tested with grass patch with only 60 vertices and proper lods, nanite can’t simplify(edge collapse) this type of asset and as result nanite doesn’t work so well. Stat gpu showing that most of time nanite spend on occlusion ~1.8ms(~30k instances in view). Per instance fade node doesn’t work and create sharp fading.
Trees and bushes shows a bit better results than this lowpoly grass, but overall perfomance decreased with nanite a lot.