# Unreal Engine 5.6 Preview

**URL:** <https://forums.unrealengine.com/t/unreal-engine-5-6-preview/2508377>\
**Category:** Announcements\
**Tags:** unreal-engine, Release\
**Created:** [May 13, 2025, 3:38pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-preview/2508377 "2025-05-13T15:38:35Z")\
**Posts on this page:** 1\
**Showing post:** 187

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**Author:** ![TheKJ](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheKJ](https://forums.unrealengine.com/u/TheKJ)\
**Post date:** [June 6, 2025, 9:25pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-6-preview/2508377/187 "2025-06-06T21:25:28Z")

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Why is there still a large HW basepass timing when converting most of the assets to Nanite. The timings are supposed to transfer to the Nanite basepass(with some overhead) not double the cost of geo.

> [@UE5.6 Is Terrible-No profiler, Rendering Nanite Geo Twice (Hardware Basepass still present)](https://forums.unrealengine.com/t/ue5-6-is-terrible-no-profiler-rendering-nanite-geo-twice-hardware-basepass-still-present/2541315):
>
> 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 …

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