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Hey Arseny,
I was playing around with clustered LODs and by visual inspection the result never looked like it was reducing triangles enough with distance while using a formula similar to what you have in nanite.cpp.
Line 31 in d40efb0
| return bounds.error / (d > camera_znear ? d : camera_znear) * (camera_proj * 0.5f); |
I believe this is incorrect: Area in screen space reduces by distance^2, not distance, so it really should be dividing by d * d. This visually looks much closer to what I would expect too.
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