Which is worse for performance? LWC or quads overdraw?

The model on the left uses Nanite, the second one does not.

For meshes with many polygons it seems that Nanite helps a lot with quad overdraw.

On the other hand it seems that Nanite is very bad for LWC (Material LWC function usage).

So I have some questions about this.

1-Can anything be done to improve the LWC profile while using Nanite?

Otherwise:

2- Which is worse for performance? Quads overdraw or LWC?

Thank you so much!!

Pump the post!!

I can’t find a satisfactory answer to my questions anywhere.
All models with nanite present problems with LWC.

I don’t know how to handle this

WOP is red always:

Thank you so much!!

I doubt nanite would be justifiable at that polygon density.

LWC is large world coordinates. I would only use it if you were planning a big open world game. It doesn’t really have any direct connection to Quad overdraw, it’s a way of storing the meshes coordinates to handle big worlds (64 bit floating points)

You could stream in the buildings internals if you are worried about overdraw. Basic wall overlap will be in part thrown away due to back-face culling.

For LWC you can look into the fornite article that tackles some of the problems between materials and large worlds

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Hi @3dRaven

Yes. I’m making low-poly models. I was generating meshes with Geometry Script and was getting models with about 10,000 polygons. I do the same with Blender only with 500 triangles.

I saw recommendations to always use Nanite even with low poly models.
However I checked Nanite’s GPU time and it was consuming 10% of the total (about 2 ms). Only with two or three models. Then I started to doubt everything.

I won’t use Nanite!!

I don’t think I need LWC either. My worlds are very small (less than 100x100 meters)
I can’t find where to disable it. I’m looking in Project Settings and there are no options to disable it

I will look into that.

Thank you very much for your help @3dRaven

Doesn’t seem like LWC can be turned off via a bool setting. You can only opt in for Niagara to use it or not. Seems it’s on by default in later versions of the engine.

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I will check my particle systems

Confirmed in UE5.6

Thank you so much @3dRaven