본문으로 건너뛰기
게임 · 리뷰 · 데이터베이스
포럼

💬 Live Community Activity Feed

포럼 Replies Created

Viewing 1 post (of 1 total)
  • Author
    Posts
  • #119290

    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

Viewing 1 post (of 1 total)

Gamer24H 검색

3자 이상 입력하세요.

탐색

디자인 설정

테마 색상 선택

자동 mode follows your device and switches to Xbox, PlayStation, or Nintendo colors on matching stories. Your manual choice stays on this device.

🌍 언어 선택 25 개 언어
🔍