Keeping up with the progress on substrate; looks cool, great job to the team, some nice use cases for non-realtime projects. However overall it feels like a very niche solution considering the wider use of the engine.
To my understanding, substrate is a purely additive feature set with no performance benefits for existing or “simple” materials. The existing system feels expansive enough for nearly all uses.
For any realtime projects like games, I don’t really feel there is any justifiable benefit for enabling substrate considering a non-zero negative performance impact. Maybe making it easier to make translucent objects like glass? But even then I think we still will have a botched nanite non-nanite workflow for any transparent material?
I was hoping there might be some native performance improvements or synergy with Lumen / nanite, but it doesn’t seem so?
Maybe I am being a bit pessimistic. What are others opinions of substrate and for in-flight projects, will you enable it?
For my project personally, I think I will only enable it if I fear that not enabling it would cause me more problems (using unreal in a “legacy” mode).