Hi, I'm the author of both the Solari (Lumen) and Meshlet (Nanite) PRs, and I'm happy to see interest in them! To expand on pcwalton's answer:
Solari is _extremely_ experimental. I'm basically entirely scrapping my previous version[1] based on Radiance Cascades[2], and starting over with ReSTIR[3] techniques. Don't expect it anytime soon, but I'm definitely having fun working on it! The real technical blockers to Solari is that wgpu, our graphics library, does not have upstreamed raytracing support. I've been using a semi-buggy fork[4], but we'll need to get it merged before Bevy can merge any Solari code.
Meshlets (no cool product name like Solari) on the other hand are much less experimental. I already have a very functional and fairly fast GPU-driven renderer based on meshlets implemented, and mostly reviewed, and it should hopefully get merged into Bevy's main branch within a few weeks. Check the meshlet section of the "What Comes Next" section at the bottom of this post to see an image. I'm planning to do a livestreamed review session to get the PR pushed through since it's such a complex PR (thousands of lines). However, what I have so far is just the basics. Memory usage is a big issue, and lack of hierarchical LODs (the main selling point of Nanite) are not yet implemented. Further more, I'd really like to have both mesh shaders (for large triangles), and software raster (for small triangles) implemented to improve the visibility buffer raster speed. Mesh shaders are sadly not supported in wgpu, nor has anyone started a fork to implement them. For software raster, we need support for 64bit integers and texture atomics in wgpu, but that's something we're working on[5].
So yeah, lots of experimental work that's going to take a while to be production-ready and available to users, part of which will need to be working with wgpu to implement more modern features, as wgpu's current priorities are understandably focused on the WebGPU spec, which lacks the newer features from 2020+ that started shipping in the last 2-3 GPU generations. I'm having a lot of fun though, and making good progress!
[1]: https://github.com/bevyengine/bevy/pull/10000
[2]: https://drive.google.com/file/d/1L6v1_7HY2X-LV3Ofb6oyTIxgEaP...
[3]: https://interplayoflight.wordpress.com/2023/12/17/a-gentler-...
[4]: https://github.com/gfx-rs/wgpu/pull/3631
[5]: https://github.com/gfx-rs/wgpu/pull/5123, https://github.com/gfx-rs/wgpu/pull/5154