nanite is one aspect of UE, devs can add foliage over a nanite rendered terrain, don't understand the false concerne here, they even stated it in the video.
so if nanite portion of rendering took only 4,5ms of frame time, there plenty of ressource left for other graphical features.
Of course you can, but not with the same level of details. The goal here is not to dismiss Nanite, it seems like a great technique I had just a problem with the idea that geometry is a solved issue while there are still many shortcomings at the moment.
It always felt weird to me watching those demo's. Like the scene was beautiful but felt dead. And the I found out why, because nanite rendering billions of triangles could really only be applied to rigid structures.
Solve rendering richer billion geometry scenes with grass, trees, sand, water etc and ill be impressed..
Nanite is not rendering billions of polygons, the source assets have billions of polygons but Nanite only renders what's needed for a given frame so in this demo this is at most 3.5 millions of polygons since rendering polygons smaller than one pixel is useless.