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    Short version: Nanite is a poor fit for competitive arenas, and the benchmarks will tell you that once you’re actually playing rather than staring at a title screen. Nanite’s whole value proposition is streaming in massive polygon counts—hundreds of millions of polygons—by virtualizing geometry into meshlets and only resolving what’s on screen. That works beautifully for a cinematic open world, but competitive titles are the opposite: small, tightly optimized maps with low draw counts where you want predictable frame times and minimal CPU overhead. The problem is that Nanite does heavy per-frame CPU work to build and cull the meshlet hierarchy, which adds latency and can wreck frame pacing in fast-moving scenes where geometry is constantly streaming in and out of view. In a competitive shooter, a hitch of even a few milliseconds on a flick is the difference between winning and losing the gunfight.

    If you’re benchmarking for competitive hardware, don’t just look at average FPS—Nanite can inflate your numbers in a way that’s completely misleading. Focus on 1% and 0.1% low percentiles and frame time consistency instead. You’ll

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