- switch to software rasterization for small triangles. This required a good heuristic to choose between whether to follow the hardware or software path for rasterization. It also needed newer shader stages that are earlier in the geometry pipeline. These are hardware features that came with shader models 5&6.
- using deferred materials which drastically improves their ability to do batched rendering.
It's actually the result of decades of hardware, software and research advancements.
The 2 solutions posted in recent days seem heavily focused on just the continuous lod without the rest of the nanite system as a whole.
Also yes, there were also challenges around the sheer amount of memory for such dense meshes and their patches. The latest nvme streaming tech makes that a little easier, along with quantizing the vertices which can dramatically lower memory usage at the expense of some vertex position precision.