Why does my nanite landscape uses so much triangles ?

Hey,

So I made a landscape using nanite and displacement to have nice details. However it’s quite heavy in performance cost.
I wanted to reduce the nanite triangles the landscape uses but I can’t for the life of me find out how. You can see in the screenshot how it uses way too much triangles.
Any ideas ?

I have the same problem.

Like in this picture from another post we can see big-triangles, but I too always very very small triangles.

Even when I use a value of 0 displacement and use no attributes; put [001] as Basecolor and that is all it still generates many, many small triangles.

ref this post where you can see his landscape has both: Nanite Performance is Not Better than Overdraw Focused LODs [TEST RESULTS]. Epic's Documentation is Dangering Optimization. - #301 by myasga

I also recall from the Captain America/Marvel video it had this as well.

I use world-space coordinates for triplanar mapping so all the textures are at the same tiling/resolution/etc. Is that what drives this?

This is based on the “dicing” rate in nanite. There’s a cvar to adjust it, but fewer triangles won’t necessarily improve performance and can actually make it worse.

The number of triangles is intentional to have roughly one triangle per pixel regardless of distance. Since nanite isn’t really limited in performance by triangles, adjusting this doesn’t help much despite the quality loss. It might seem like “too” many, but it is intentional. Also, unlike regular nanite, it lacks the pre-processing steps that allow for smarter clustering which could provide more aggressive detail culling so it must use a more naïve fixed tessellation rate. This is why a regular nanite mesh might show many times fewer triangles at a particular distance.

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