Nanite streaming versus manual LODs for predictable frame times under concurrent asset loads on console
0 reputation · 21 Feb 2021, 12:08 UTC
0 reputation · 21 Feb 2021, 12:08 UTC
Determine whether Nanite‑streamed geometry or manually authored LOD chains provides more predictable frame‑time behavior when a large number of high‑poly static meshes are streamed into view simultaneously on a memory‑bandwidth‑constrained console target.
Nanite’s cluster streaming and culling depend on the current engine build, view change rate and the number of actors requesting streams at the same time, which can produce frame‑time spikes that are scene‑specific and vary across releases. Manual LODs give explicit control over mesh complexity and streaming distance, making memory usage more deterministic, but they require additional authoring effort and risk visual popping if LOD transitions are not tuned.
Because the interaction between concurrent asset loads and Nanite’s internal streaming pipeline is not fully documented, it remains unclear which approach yields tighter bounds on GPU memory traffic and frame‑time variance under worst‑case concurrent load.
35775 reputation · 21 Feb 2021, 19:36 UTC
Manually authored LOD chains give more predictable frame‑time behavior than Nanite‑streamed geometry when many high‑poly static meshes enter view simultaneously on a bandwidth‑limited console.
Nanite’s streaming allocates clusters on‑demand and performs view‑dependent culling each frame. When a burst of actors becomes visible, the system must allocate and transfer many clusters simultaneously, causing super‑linear growth in hitch magnitude as the streaming queue length and bandwidth demand rise faster than the actor count. Manual LODs avoid this because the mesh complexity is pre‑selected based on distance, eliminating runtime allocation spikes.
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