According to the developer, this ambitious project features an enormous number of instances, operates at 60-70 FPS, and boasts a polygon count of around 321 billion. Achieving this level of complexity demands highly efficient optimization techniques.
Dylan revealed that the trees were crafted using Houdini, with Nanite likely managing the geometry. Experimental MegaLights on the Directional Lights might be used to enhance the scene's lighting. Though not a sequence, Dylan explored the scene in the editor, he reportedly had no issues rendering it. As for the system, Dylan is using NVIDIA's GeForce RTX 4090.
Unfortunately, we don't have many details about this setup at the moment, but make sure to check out Dylan's ongoing experiments with Unreal Engine 5.6's new ray-traced translucency feature: