I have opposite (like from 60 fps on HD res without upscaling to 40fps (tested both: hithit lightning with fallbacks or SDF)). Using Nanite + VSM + VST + Lumen without TSR. But i tested in the game in PIE or in the editor. I didn’t try the shipping build, because it’s not worth putting energy into it and you can’t profile it on the fly. You will waste maximum time when there is something wrong, but it doesn’t even have to be.
“don’t use an example project”
“tested the Meerkat Demo”
You’re contradicting yourself a bit on this one
I tested new project form scratch (half of them is low poly from UE4 waiting for new art,m half is done) + few scene made from assets from marketplace (eg: Pharaoh’s Legacy: Egyptian Temple Megapack, Oil rig, etc). But I had to redo them (adjust materials, adjust normals, wpo, redo lights (dynamics, complexity), throw out translucent faces, fix overdraw, some Nanite pieces for better cluster lodding and metrics, etc). However, things were instantiated in the level, not in packed level actors (object per instance). But I didn’t have one thing slower. Everything was slower (on gpu) + i updated drivers. But I’ll try later (proppably in UE5.4 or 5.5). Before that is definitely a waste of time for me.
I also tested it with Fluid Ninja live, it didn’t have much of an impact. Still works good.
ryzen 9 5950X 16-Core, 64gb ddr5, M.2 NVMe SSD, rtx 3060 (12 gb ddr6)
I haven’t tried the Merkaw demo. It is already quite old and I think static or stationary light with different albedo values, etc… or something like that is set by default (I don’t remember anymore).
From my experience, Nanite is the heel of the tech and good revolution in game art (but i still have problems with wpo and cluster culling (for example, I use custom calculated bounds per actor that I feed via blueprint to CPM into material for wpo or custom gradients with ISM components), or export from blender to fbx is worse than 3ds max (sometimes I break the mapping), sometimes I forget a vertex far from UVW (same result) + on 5.2 it is not possible to turn off lightmap generation per model!!). But I don’t mind. It still looks awesome, even if it’s not perfect (mesh pool is perfectly sufficientif if you don’t go crazy).
But VSM and Lumen are a bit of hell. Lumen looks good, but it take lots of performance, VSM has a lots of problems - eg: it is not translucent (if you don’t have higpoly, it creates really weird artifacts (small sharp triangle shadows or noise)).
When I needed to optimize it quickly, this helped the most:
I then overrride it in the game via the level script until I fix the menu.
So I stayed on 5.2 - migration is too risky.