Again, you can use nanite with optimized geometry and textures and still profit from things nanite does. You do not have to put in millions of polies with shitty UVs and gigantic textures. It does not have to be huge filesize stuff
IMO polycount will always matter and good topology flow will always matter. Until further developments are made to handle and work with limitless amounts of polys, as well as rig, animate and texture map nanite assets, I don't see nanite as a useful function. Also why would a game developer want to bloat their game file…
there's certainly niche cases where nanite shines, but for general purpose development, one can achieve plenty good results with texture maps and lighting. Oh, another thing to consider is that Nanite will lock you into using UE5, as far as I know no other game engine has this tech. If UE5 decides to pull a Unity, you…