Keep on saying one of the nanite unreal devs is wrong, i'm sure your knowledge on it is far superior to his.
In one of the videos brian karis said the assets in new demo were sized so that a machine with 64GB ram can store whole level in ram. This will bypass any DirectStorate/Streaming issues. We can't stream optimally in PC until microsoft releases windows version with directstorage and epic releases...
forum.beyond3d.com
"Yeah it looks better now than it did then because we've improved a lot of stuff!
Brian is just pointing out that the directional light direction isn't exactly the same when he was just fooling around because that was part of the scripting in the original demo (ex. as the roof opened and so on). That in no way would make performance better. Indeed he had the directional light enabled for the entire time he flew around, in addition to the spot lights the artists used for the cave sequence. In the original demo it was only ever one or the other as our shadow caching and optimization was not at the same level it is now."
"Also to reiterate from the live stream - the new demo is heavier than the old one. The overdraw is pretty nuts and there are more lights with full screen coverage in the dark world segment."
This shits been debunked by people compiling the new demo into a runtime package and showing the performance uplift. But once again unreal devs don't agree with you so they are obviously wrong and your right.
"Nanite and virtual texture streaming still operate basically the same way in editor as they do at runtime, although the editor itself often keeps around more copies of uncompressed data for editing purposes. Hence the RAM cost in editor is higher, but it's not because of anything related to the cost of rendering the scene. As I noted above, if anything performance in editor is lower than a shipping build due to various factors."