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No, nanite is just having different levels of detail for objects, and which LOD gets selected is done automatically by the engine. So users can use ultra-high-def models (including 3d scans of real-world objects), and the engine automatically generates and uses lower polygon versions for when the object is far away or whatever.
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Strange, when I looked into it that seemed to be just a desirable side effect with the rendering being done via the triangles - which was also supposedly the reason why you could directly use scanned models, despite them having millions of triangles in their model

But again, I've really only super superficial understanding of this, I just understood it like that back then

I learned about gaussian splattering mere months before nanite was introduced and their technical talks and articles always sounded exactly like what I just learned about the splattering, that's why I got that impression

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