Focused reference · Unreal Engine 5.8
Nanite geometry
Use Nanite for supported high-detail static/skeletal content when its virtualized path matches the target. Preserve conventional LOD/fallback behavior for unsupported platforms and features.
Diagnose
- Open View Modes -> Nanite Visualization for triangles/clusters/overdraw/streaming/fallback evidence.
- Run
NaniteStats; useNaniteStats Listand a named view such asNaniteStats VirtualShadowMapswhen applicable. - Toggle
r.Nanite 0only as a diagnostic/fallback-platform experiment; a scene authored around Nanite may explode into conventional draw calls or unusable fallback cost.
Cost levers
| Evidence | Action |
|---|---|
| streaming pool thrashes in a static view | increase r.Nanite.Streaming.StreamingPoolSize if memory permits, or reduce resident demand |
| GPU memory/storage excess | reduce source detail where imperceptible; review fallback and texture payloads |
| masked/stacked surface overdraw | simplify aggregate geometry/material coverage; inspect Nanite Overdraw |
| deformation/WPO cost | bound affected content and distance; remove deformation when imperceptible |
| blinking/missing clusters at extreme complexity | inspect ClustersSW/ClustersHW; size candidate/visible limits conservatively in config |
| foliage loses area | evaluate Preserve Area and foliage-specific representation/LOD |
Larger streaming pools reduce IO/decompression churn but consume more memory. Max Edge Length Factor
should remain 0 unless solving observed over-simplification on deforming/spline content; increasing
it preserves detail at additional cost.
Do not use triangle count alone as a performance target. Measure Nanite passes, material/shadow cost, streaming, storage, and fallback behavior.