Decided to create a scene from scratch to test out UE5 latest features: Lumens and Nanite. Almost everything in this scene is from Megascans library, full hi-res mesh and full 8K texture resolution.
The clouds looks potato and Unreal's Ocean water is not fully working with Nanite yet but idk i think its ok.....
Overall this scene should be a few billions polys, every rock, every patch of land is full high resolution mesh, yet Nanite still works like a charm. Although i have a relatively mediocre graphics card, and the project is running on a very slow external HDD, not SSD, the editor ran at very acceptable fps (15-20fps) considering whats going on in the scene, and im running a 4K monitor. Lumens software global tracing is used in this scene and the craziest thing is that it's not even ray-tracing but the GI/Reflection just works, its beautiful, and it looks probably even better than UE4's original RTGI
Although there's still some artifact going on, and Lumens/Nanite doesnt work well with transparent objects, and havent supported WPO yet (hence why there's no foliage/trees in there) Epic said they will make support for those features soon, in the final release.
One of the less talked about new feature is Virtual Shadow Map which cast softshadows on the scene and i think it's performance is amazing. I did see some artifact at some weird angles and such but its not a very big deal this is still early access of UE5
The ability to import infinite amount of geometry and textures into the scene with full GI, while working at realtime speed feels pretty....unreal. Overall this scene only cost me about 1 day of working including rendering, actually for a large amount of time i was struggling with the manual exposure in sequencer, i think it's broken in this early access version, and for some reason Nanite doesnt like spartial sampling very much so i have to figure out a way to turn that down.
Rendered in 4K on a single GTX1070 8GB VRAM