What are the alternatives to the Nanite Displacement?

Kinda new to the Materials, after a few hours of struggle with all existing tutorials and related web pages I found out that this new(few years already actually) cool feature does not work at all if you happened to have AMD card… which is close to the half of the UE developers.

It would be appropriate, if you click on the “Enable Tessellation” checkbox - it would throw Red Warning Pop-Up in da your face, so you wouldn’t WASTE hours to find out such simple fact. Also none of the dozens of youtubers with tutorials didn’t mention this…

Anyway.
Here is target ball:

Here it is after applied Material with Nanite Tessellation and stuff:

Engine mauled it, but at least left it’s collision soul:

Here is a better example, Nanite Displacement not yet enabled:

Material applied only for the one part of the Mesh:

Once Nanite Enabled:

I can’t get back those hours, but hope someone will give an advice on how can(if possible) do Material Displacement some different, old fashioned way. Thanks.

P.S. does it mean that shipped Game with this feature not working for the user? Players see ruined or invisible Meshes?
P.P.S. as I understand this tessellation does some trick with the mesh, how it’s drawn to the screen, but mesh itself is unchanged, right? Then I am interested, is there is a way to apply some Displacement Texture, but which would remade, adjust target mesh, so it would be actually complex wall mesh with bricks.

look into the Parallax Occlusion Mapping material node, otherwise no, UE5 does not have any tesselation solutions that aren’t Nanite related… there were some in UE4 but they no longer exist. There is also virtual heightfield meshes but these are meant pretty much exclusively for terrain.