Nanite is basically a really complex compute shader reimplementing a rasterizer, along with generating LODs only for what is being seen, at the appropriate level, no matter the zoom (instead of fixed amounts of LODs)
So, Compute Shaders are relatively recent, anything DirectX 9 era and before is right out. Then, you still need a solid enough GPU to run that at interactive framerates, and fast storage to stream all that data in and out. And finally, there was simply no or very little research on the subject.