They do not use Nanite for the terrain at all as you inaccurately implicate. That's effectively much of the in-game's level geometry (vegetation/terrain/skinned meshes) that doesn't have to come under fire from the complexity of a micropolygon sub-mesh cluster renderer when doing a HWRT implementation ...That's incorrect, Nanite is used everywhere and on literally everything in Black Myth (trees, rocks, mountains, caves, houses, statues, probs, even the terrain). Vegetations and foliage are not using Nanite, but that's not the fault of the game, 99% of UE5 titles still don't use Nanite for vegetation.