3 ms·
As far as I can tell, Nanite is only faster when you're rendering huge trianglecount, unoptimized meshes, and strictly slower than proper LOD - I've seen convin
by Llamamoe 2y ago
As far as I can tell, Nanite is only faster when you're rendering huge trianglecount, unoptimized meshes, and strictly slower than proper LOD - I've seen convincing evidence that just enabling Nanite for already-optimized meshes results in big performance losses in and of itself. If anything, it's the prototypical example of a "performance regression for the sake of streamlining artist workflows" feature.
And honestly, I'm not very impressed by volumetric clouds when games like Assassin's Creed Unity from 2014 had enormous, sprawling open worlds with high-quality visuals comparable to much more recent games that struggle to run on hardware with several times the juice.
Very often, modern games look straight up worse for much higher resource cost because they stop looking better once you're forced to drop from maximum settings(and you are). There's blurry AA techniques, resolution upscaling(ew), or the fact that lowering texture resolution often degrades graphics way, way harder than in older titles using similar texture fidelity.