>>721191889
No it suffers because it's using UE5 out of the box which means it uses everything that's CPU heavy that minimises the skill needed to make a game at the expense of users hardware making "optimisations."
Nanite for example is constantly creating new meshes and textures. When you turn the camera, when you walk or when the idle camera has a slight bob, UE5 is creating new models and textures on the same thread that the game logic and physics is running on.
It use to be that you'd create a model, do retopology to get it game ready and then retopology over and over manually for different level of details. With nanite you put in the highly unoptimised model, also creating huge file sizes and the engine will constantly be creating different models and textures based on distance.
In the old case it was as simple as a raycast to check if the model was far and if it was in the centre or highlights of the screen and then switching model based on that.
Constantly making updating and rendering geometry is why Minecraft doesn't have infinite render distances. Which makes it even funnier Randy was called out by notch.