In brief
- Nanite manages model detail automatically by rendering the detail visible on screen.
- Nanite support can be enabled during import or in the settings of existing assets.
- Epic Games recommends using an SSD to stream Nanite data at runtime.
- Orthographic rendering is supported experimentally in Unreal Engine 5.3.
Nanite is Unreal Engine’s virtualized geometry system, designed to render high-polygon models and dense scenes in real time. According to Epic Games’ official documentation, the system builds hierarchical clusters of triangles from imported geometry, then selects the detail required from the camera’s perspective during rendering and loads data as needed. For architectural visualization teams, this can simplify workflows, especially for models with many details that appear small on screen and for repeated assets. However, results should be measured based on content, materials, output resolution, and hardware.
When does Nanite make sense for a model?
The first step is to assess the geometry in the scene rather than enabling Nanite indiscriminately on every asset. Epic lists models with many triangles, triangles that appear small on screen, numerous instances, geometry that occludes other geometry, or models that cast shadows using Virtual Shadow Maps among suitable candidates. Sculptural details viewed up close, photogrammetry scans, and dense facade or environment models may meet these criteria.
Nanite aims to let you use high-polygon source geometry and reduce the need to bake detail into normal maps or prepare LOD chains for each model. The system manages detail level automatically based on screen resolution. This can simplify scene setup, but it doesn’t mean project performance no longer matters. Epic Games recommends evaluating instance count, triangles per model, material complexity, output resolution, and hardware together.
How to enable Nanite
Identify suitable assets. Start by selecting models with high geometric detail or many instances in the scene. A simple, standalone sky sphere that appears large on screen is given in the documentation as a less suitable example. The goal is not to flag every asset, but to find models where Nanite may reduce the workload.
Enable the option when importing new models. When importing a model prepared for Nanite, check the
Build Nanitebox. Unreal Engine spends processing time per asset to convert it and build its data; account for this time when importing many assets into large projects.Enable it in bulk or for individual existing assets. Select a group of Static Meshes or Skeletal Meshes in the Content Browser and right-click; then choose
Nanite > Enable. To enable it for a single asset, open the relevant asset editor and turn on the support option in the Nanite settings in the Details panel. In the Static Mesh Editor and Skeletal Mesh Editor, the option is calledEnable Nanite Support; in the Geometry Collections Editor, it is calledEnable Nanite.Check whether lightmap UVs are needed. Epic recommends turning off
Generate Lightmap UVsin projects that don’t use precomputed lighting with Lightmass. Enabling Nanite can increase dense-geometry import and Static Mesh build times; automatic lightmap UV generation also creates an extra UV channel and additional data for dense models. If your project doesn’t need these UVs, avoid unnecessary processing and data overhead.
| Setting | Recommended value | Effect |
|---|---|---|
Build Nanite | On when importing a model that will use Nanite | Creates Nanite data for the model. |
Enable Nanite Support | On in the settings of a supported asset | Enables Nanite for an existing Static Mesh or Skeletal Mesh. |
Generate Lightmap UVs | Off if there is no precomputed lighting with Lightmass | Helps avoid an unnecessary UV channel and build cost. |
Version, hardware, and known limitations
Check version requirements against the Unreal Engine version you’re using. The Unreal Engine 5.0 release notes state that Nanite on Windows requires DX12 and that DX11 is not supported. The Unreal Engine 5.1 notes specify DirectX 12 and Shader Model 6 for Nanite; according to the same documentation, no additional setting changes are required when using Vulkan. If you plan to upgrade a project or open it on different workstations, also verify the official requirements for the version you’re using.
Nanite documentation recommends using an SSD for geometry data streamed by the system. Also, don’t assume every technical limitation has been eliminated: the official documentation specifies an upper limit of 16 million streamed instances in a scene and says Morph Targets and deformation are not supported. World Position Offset also has limitations. In Unreal Engine 5.3, Nanite can optionally store custom tangent data; this choice can increase the memory and disk footprint of the asset by approximately 10 percent. Consider this cost, especially if low-polygon models require custom tangents.
The Unreal Engine 5.3 notes describe orthographic rendering as experimental; Nanite is intended to work with modern features such as Lumen and shadows in this projection. This is useful for architectural sheet-style views with fixed, parallel projection, but because the feature is experimental, don’t assume it will be production-ready without testing it in your scene.
Impact on architecture and visualization workflows
Nanite is worth considering for architecture firms, interior designers, and visualization artists who want to use highly detailed models, particularly when scenes contain many instances or geometry that appears small on screen. Automatic LOD management and less need to bake detail into normal maps can reduce some work during preparation. Nanite supports static meshes with Lumen for global illumination and reflections, as well as Virtual Shadow Maps.
On the other hand, importing and building assets can take time, and material complexity and resolution also affect performance. Before bringing assets into a scene, test a small number of representative models, check near and distant camera angles, and measure performance on the hardware you use. Factor the SSD recommendation and your project version’s DX12, Shader Model 6, or Vulkan requirements into the workflow. This lets you evaluate the benefits of high geometric detail alongside its production costs.
Common mistakes
Assuming that enabling Nanite will improve scene performance regardless of content; Epic recommends measuring each content and hardware combination.
Leaving
Generate Lightmap UVsenabled when the project doesn’t use precomputed lighting with Lightmass.Planning to use DX11 or a different rendering path without checking the platform requirements for your Unreal Engine version.
Assuming Nanite supports Morph Targets or every type of deformation; the official documentation notes limitations for these features.
Sources
3 sourcesSource texts are not republished; short quotes are marked, everything else is our own summary and commentary.
For architectural visualization teams in Turkey, Nanite’s most practical benefit is being able to bring high geometric detail into a scene without manually preparing LODs. It’s worth testing, especially for repeated assets and detailed models viewed up close; however, it wouldn’t be right to expect automatic speed gains in every project. Material load, resolution, and instance count in the scene can all affect the result.
Offices should first measure import times and performance at different camera distances in a representative scene. The SSD recommendation and the project version’s DX12 and Shader Model 6 requirements should be considered when planning workstations. Limitations involving lightmap UVs and Morph Targets should also be checked against the existing production workflow.
Frequently asked questions
Should Nanite be used on every model in Unreal Engine?
Epic Games recommends generally enabling Nanite where it is supported, and identifies models with high triangle counts, those that appear small on screen, or those with many instances as especially suitable candidates. Performance should still be measured based on content and hardware.
What hardware and rendering requirements does Nanite have?
Unreal Engine 5.0 documentation states that DX12 is required on Windows. The Unreal Engine 5.1 notes specify DX12 and Shader Model 6, while stating that no additional settings are required for Vulkan; requirements should be checked for the version in use.
Does Nanite require virtual textures?
No. Epic Games says virtual textures are not required for Nanite, but recommends using them.



