You're confusing art with technology. Epic is not providing art for you, they provide the technology to, in this case, free up some art time by not having to worry about authoring LODs or baking lightmaps. Art time that, should the developer desire, could be reallocated towards better models (or more realistically, spending less on art overall). Plus you get the artistic freedom of every light being dynamic GI. I can't really see where you're going with the hidden loading screens, would you rather have a real loading screen instead of a few seconds of bright sunlight that don't break your immersion? In a real game that will use a small fraction of the geometry that was demoed here to show just how far Nanite can be pushed, the loading times will obviously also be lower, likely to the point where these tricks will no longer be needed. If you're big enough you can negotiate to pay a large sum of money for UE4 upfront and reduce or completely eliminate royalties so this is not really an issue for AAA studios. What is an issue though is how efficiently they can work with one engine or the other. There's a reason why AAA studios don't tend to use Unity.