It sounds like a bit of a stupid question; why would anyone want technology for triangle-per-pixel rendering in a low poly aesthetic game? The answer is that Nanite offers continuous LOD with high performance. For my game, I want the geometry to look good and have a consistent level of detail from both close-up and far away while not relying on the graphics card being able to swap and hold the entire high-res model in memory. This situation is warranted in the case of extreme size-changing mechanics (detail is a matter of player scale/distance!) and dense, varied scenes (enormous space stations, BLAME!, etc.) where decomposing the model into smaller elements presents a serious challenge.
The questions, then, are:
- Can Nanite be adapted to target larger triangle sizes?
- Can Nanite, under the above condition, run on older/weaker hardware than it otherwise could?
- Is this possible from within the UE5 GUI, or does it require modifying the source code? If so, to what extent?