Virtual Shadow Maps. Is it suitable for fast-paced?

It’s not much related to my topic.
You don’t have to use Nanite if you don’t need it also. Overall, Nanite have nothing to do with core of this problem.

Yes it does and for any future reader I’m going to elaborate. You’re worried about performance in fast motion. VSM’s on non-nanite meshes causes dramatic artifacts as the camera moves.

So when you add Nanite to fix the VSM camera-motion glitching problems, you not only have to deal with the massive performance loss of VSM’s but lose 20% of your GPU’s power(If it’s playing at it’s recommended resolution)

I just finished a post showing how just enabling Nanite causes the GPU to go from near 50% to %75 for SIMPLE but general scene(Lyra)..

Use CSM and distance field shadows. If you keep geometry optimized, CSM’s will benefit it.
Even walking in city sample causes VSM’s to spike insanely. Idk what your trying to make but most likely it’s faster than walking on foot.