How Good is Nanite in Unreal Engine 5?
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- čas přidán 21. 07. 2024
- In episode 5 of the UE5 game development series, we'll compare Nanite to how rendering worked in UE4, and then see how far we can push Nanite by creating one million highly detailed snowballs.
Updated Nanite video: • Nanite Stress Test in ...
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Nanite in depth talk - • Nanite | Inside Unreal
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Unreal 5 Documentation - docs.unrealengine.com/5.0/en-US/ - Hry
Be sure to check out my other Nanite video here: czcams.com/video/v9kynURWW_I/video.html
Wowowowowowowowowowowwow wow
So amazing 🤩🤩🤩🤩🤩🤩🤩
I love it so much 💖
What hardware is this on?
My respect to engineers and programmers who constantly optimize processes.
so that we can spam a billion rocks around carelessly
@@plasticelephant1969 lmao
@@plasticelephant1969 no, so that we can use more assets on the scene than the current tech allows us. The reason why you wont see hundreds of zombies, hundreds of cars, hundreds of spaceships or cities with amazing draw distance is simply because of this fact. Polygons. Any game, except 2D games, will benefit from it.
You threw 1 million snowballs at an engine and it didn't freeze, impressive
get out!
Lol that's a good one
next gen vr with nanite support is going to be insane!
Haven't even thought about that. But you're right, the increase in detail possible will be a gamechanger!
@@MrFrussel yes, this and foveated rendering together, which is already happening - make realism in VR go from just out of reach to accessible to indie devs, all within the next 18 months give or take. (mostly waiting on fov rendering on more headsets)
and then if you set your sights just a little bit lower, standalone headsets could still maybe use nanite to squeeze out an acceptable vr gaming performance on a mobile gpu.
Yeah VR needs Nanite BADLY.
@@betterlifeexe4378 Is there a foveated rendering solution like VRSS 2 that doesn't require DX11, forward rendering and multisampling? Because that's gonna hold this back. DX11 is on the brink of disappearing and rightfully so. Can't have Nanite (mesh shader) without DX12 Ultimate or Vulkan.
@@boredgunner You are absolutely right, at least I cannot find a solution with a cursory search. I'm sure someone will solve this problem, I have never worked on rendering tools so I can't do anything about it.
This is quite literally game changing
.......
@@cjmixmaster ?
@@milenkopizdic9217 we don't like puns where I'm from. They require punishment and ostracization.
@@cjmixmaster Oh, ok. I'm sorry he offended you that much.
@@milenkopizdic9217 it is more a comedic cultural response the actual offense. (We really love puns but can do so publicly so we have to pretend to hate them.)
Artist: How many triangles we can have on the screen?
UE5: Yes.
infinite triangles per pixel
Artist: How many triangles we can have on the screen?
Blender :
Blender.exe is not responding
Close this program
Wait for the application to respond
@Milen (splicer) Parvanov Maybe you should first go and learn about Nanite technology used in UE5. It's not about instantiating. And even so, try to instantiate milion of polygons at the same time of the same model even using the same material being GPU instantiated.
Conclusion: you have no idea what you are talking about.
@Milen (splicer) Parvanov have u even tried ue5
@@echofooman2702
Inventor user: "What the hell are triangles?"
This is such a HUGE step into having very realistic games without needing a NASA computer. I'm amazed by this technology and what developers like you can potentially build 🤩
Asterisk: as long as they involve simpler assets that can be replicated, so it can benefit from them all being instances of the same thing. I think that's my main take away from this. It's cool as hell *but* you're gonna see a lot of replicated objects (which might not even be a problem, just something worth being aware of)
Photo realism is more a function of light calculations and less about the models themselves. And in models, the textures are way more important than the 3d-model. No matter how good your 3d-models are, they will always suck as much as the lightning sucks. Just by using correct lightning techniques you can make even Minecraft look photorealistic.
The strengths of Nanite is in performance and development work flow and the realism comes as a secondary side effect.
@@RedTyrant Please, read my comment again. Take your time and read it as many times as you need until you finally understand what I'm talking about. Be sure to use external resources too just to study this subject as a whole.
When ever you try to dispute something, you should at least try to understand the subject. Never try that on things you don't know.
@@anteshell mate he was having a dig at you for typing lightning instead of lighting in your comment.
Photorealism doesn't make a game good tho.
Nanite is an incredible feature. Even if it has bugs at launch, this is clearly the way 3D engines are headed.
I hope not, I'd rather stick with smooth 60fps and lower detail personally.
@@iconoclasttastic9258 why though?
@@iconoclasttastic9258 did you watch the video? A million high poly meshes and he said he did not dip below 60.
@@michaellvoltare I did watch the video. And I've been using Unreal engine for 20 years since the late 90's.
What you're failing to understand is that this example does not use a million high poly meshes. It uses one single high-poly mesh which it then copies (as what's called an instance) 999,999 times. Using only one object plus its instances is not an effective test of the nanite tech; because one instance repeated does not stress the i/o throughput of the CPU or graphics hardware. In short: one instance repeated does not use as much memory as multiple different objects would. In fact - instances are designed specifically to enable the same mesh to be viewed multiple times without a big hit to memory usage.
If this had been a demo with thousands of distinctly different objects my comments would have been very different.
If you don't believe me, watch DF talk about the Unreal engine 5 Matrix tech-demo that was just released showcasing Lumen and Nanite in a AAA game format. That demo runs at 24fps. They're pretty clear that they don't believe the current console gen (PS5, X series) will be able to push AAA titles at higher than 30fps.
Some less-complex games (or games on high-end PC) may exceed 30fps with Nanite and Lumen running but it's unlikely that the current console gen will get there for AAA titles.
czcams.com/video/ib6_c6uliLg/video.html
@@mediumplayer1 Because to me, higher frame rates make for better gaming experiences than dense geometric detail.
I cannot begin to understand how this is possible, even with the marvel that is modern graphics hardware. Like, I see what it's doing but still, it just blows my mind that it all works so flawlessly and efficiently. Crazy times.
There's an hour-long video by one of the principal engineers about this. Very full of jargon but also quite thorough
@@alexschulace724 Do you have a link to that video?
Nanite can render 20 mi triangles per screen if I remember correctly, so you can put trillions of polygons into one scene, that will not make a difference. The cluster system will reduce that to 20mi. The 4K image has about 8 to 9 millions pixels, so nanite can display 2x times triangles about the pixel count of the screen, so you will never going to see major difference compared to the scene rendered with the full polycount anyway.
@Nagato is better than Punk Naruto guys, I know it's Nanites. But just dropping that name doesn't explain anything, does it?
@@BB_O_99, "major difference" compared to what? What are you talking about?
Never thought I'd be so satisfied seeing all these balls
That's what she said
@@lucasimonelli5038 dang it i was gonna say that
@@JizzEditzzz 😅🤝🏻
I remember the whole euclideon fiasco from many years ago, they did a similar thing with point clouds by basically only drawing data which was relevant and required to populate each on screen pixel with geometry down to sub mm precision, however the idea of using this in point clouds is ridiculous due to the unfathomably huge file sizes, impossibility of physics calculations and complete lack of shader support. However on their demonstrations, they managed to display impressively large (although ridiculously repetitive and simple) environments from high resolution point cloud data. This is a much more intelligent approach. Essentially it's just intelligent self building variable LOD
this combined with Nvidia's resolution upscaling will certainly prepare the future of AAA games at fantastic resolutions running on affordable hardware (a circumstance created by the low supply of chips and an influx of millions of new and young gamers). I hope to be one of the people working on stuff like this in the near future.
@@joshpage4547 Definitely, engine improvements like this and others will allow developers to squeeze the most out of any given level of technology and you can almost guarantee that this framework will lay down the groundwork for lots of exciting things to come.
The speed at which it can cull clusters is incredible, but it's probably a side effect of modern day hardware. This wouldn't be possible with slower video memory. Incredible engineering.
I was actually pretty surprised you only had 50 subscribers with content like this. May the algorithm bless you
Thanks for the kind words!
Algoritm did bless him, thats how I got here!
🙌🏼
666 subscribers as of time of watching... Does that count as a blessing? ^_~
Hello world from the algorithm
Would be interesting to see Euclidean demo style particles of sand/dirt used to make up a path, and see how that differs in appearance from something with displacement and/or normal maps.
Yes yes yes yes. I've been waiting years for that tech. For they just disapear into something about VR Museums tech
Can't wait now we will get actual optimization in UE games
You won't get any optimization for current day devs (PR, suits and sales people more precise). They will say - get better/more powerful machine.
@@mindaugasstankus5943 depression
@@mindaugasstankus5943 That's the thing, you can't
lol no
@@mindaugasstankus5943 "you aint using it right"
This is absolutely mind-blowing. And it's just the beginning of this tech! Imagine what optimizations are coming and the crazy ways people will put this to use. Amazing!
Managed to get on my recommended page! Going places bro!
Awesome! Thank you!
Incredible overview and test of an incredible new tech. Thank you for this.
Unity profusely sweating in the background
Well AAA isn't unity's priority so i doubt it
@@ciixo8510 le 🧂
That’s amazing man! Thank you for this👍🏽👍🏽👍🏽
This is super impressive, I'm excited to see what people do with this.
I’m glad I work with Unreal, it seems to make a new technological break through almost every time.
It implements so many amazing features.
I could literally feel the frames come back in my soul after hitting apply ☺️
damn i just saw you only having 20 subs. this channel is going places, great quality and good voice too. keep it up and people will come, ue5 is the big thing that everybody is looking for rn. Btw i found you through youtube search and filtered by "uploaded during last week". cheers!
Thanks, I appreciate the feedback! I'm hoping folks find the videos useful, but either way I'm having fun making them while learning Unreal.
@@LivelyGeekGames This video is indeed awesome :) Love these UE5 sneak peaks. I found it because youtube suggested it to me :D (btw, love your sense of humor)
Fantastic video! What a great demo, it's crazy how far this technology has come and the minds that made it possible. I wonder how this will optimize the mobile or VR experience. Or even how far Nanite can be optimized to see what FPS counts you can reach while achieving similar LOD. Gaming was due for some modern optimizations with intensive games are now.
Can't wait too. This will really go well with my next project.
Keep up the good work man, great and fun video! :D
Thanks, will do!
Wonderful content! I'm glad to have stumbled on this.
Thanks!
So basically Nanite does what I thought game engines had been doing for years
Same, I didn't thought people would be manually making models for each LOD
they kinda did, but in a really crude way. depending on distance from the player/camera, models would instead display simpler hand-crafted versions of themselves to reduce workload on the hardware. but if it's not gradual enough you can notice the pop-in, from low detail to high detail and vice versa. nanite just does it on the fly without the need to manually produce lower detail models by hand & setting the transition distances. nanite is going to save a LOT of developer time, while looking a million times better and producing incredible performance gains. I will be shocked if other engine developers aren't furiously working on their own LOD solutions now.
@@zedsdeadbaby The biggest example of that is most of Valve's games especially Half-Life 2 and Team Fortress 2.
@@TheObeyWeegee I thought it was really noticeable in half life alyx. Would be really cool if Nanite was open source for devs, even if it required a license/paid access. Now imagine Nanite and Dlss 3.5+ in vr in the future! That would be incredible!
This is very impressive stuff. I considerably underestimated the impact of Nanite.
Who ever conceptualized nanite, had the first white paper, and proof on concept, is a game changer. Thank you to that person. Then thank you to the dev team at epic for making it so easy to use.
This will make games look insane. I couldn't believe it when I first tried it
I've only ever used Unity for game development, and I really like it. But seeing stuff like this makes my mouth water. Gonna have to give this a shot (as soon as I get a PC that can run UE5, lol)
Excellent quality, informative, and straight to the point, i was suprised when i saw you only have 201 subs, i hope your channel succeeds and in the mean time, i'll be the 202nd subscriber hahaha
Thanks for the kind words! And for the sub!
Great video looking forward to see more 💯
Thanks, I appreciate the feedback!
THIS IS AWESOME MAN!😍😍❤❤❤❤
I remember watching a video about this kind of rendering technology back in the days of the first Crysis. Where some fella was talking about rendering dots instead of triangles to some classical music playing in the background. The implications were staggering to think about but now....
Like 14-15 years later, it's finally a reality and oh my gosh. Girls and boys, the future is looking bright. That much is certain.
@etethstrseh yeye exactly. I just looked it up.
Looking at it now I'm not sure what I'm listening to just like last time. The tech described is very promising and makes sense but the guy behind it just sounds like a college student hyping up their "not so special" homework assignment.
unbelievable and yet so simple in it's idea
I remember Gran Turismo 6 did something like that on PS3
This is absolutely insane...
It truly is a great time to get into UE.
really high quality video
3:20 "infact my performance increased"
My coffee came out of my nose
Nanite is awesome. Shame it doesn't work on mobiles or older hardware. I feel like nanite would really benefit older or slower devices so I'm curious to know why it only works on more modern hardware only.
BS sales pitch (Nanite) for some hardware geometry accelerator, co-processor, core, what ever that don't exist in older hardware.
Yes but also: fuck mobile games and get a game boy color
Because it requires the use of compute shaders. Most mobile targets OpenGL ES2.0 still which doesn't support them. They literally built a compute shader software rasterizer to do this.
@@mindaugasstankus5943 you're just wrong
To my understanding part of it also has to do with the nanite system requiring crazy huge memory bandwidth with low latency as it streams and decompresses a crap-ton of nanite compressed mesh data from storage to memory constantly, only holding in memory that which is necessary for rendering what's visible on the screen.
This is content I need in my life. Subscribed.
Thanks!
Thanks for teaching me how nanite works
Looking forward to your Xtreme Snowball Warfare game.
Great video mate! Subbed.
Much appreciated!
The 1 million player battles will be epic!
Hah, now we just need game servers that could handle that many!
This is crazy stuff, i feel like matrix is just around the corner. I expect that in few years VR experience will be totally transformed.
Neo that was the wrong pill. Im literally dying over here!!!!
And you were right : czcams.com/video/WU0gvPcc3jQ/video.html
@@Alphashow7 I already saw this video, we are truly blessed to live in these great times! I bet that 50 years from now, we probably going to laugh that we once considered these graphics realistic!
What happens if you change the opacity and use shaders on the balls? Does changing them into ice impact performance?
Very good, Thank you!!!
Can you compare the file size after you package the game, the one using nanite and not? I've read the document but not sure about the final output
I have not yet done that, but you can read more about data size differences here: docs.unrealengine.com/5.0/en-US/nanite-virtualized-geometry-in-unreal-engine/#datasize
This is just amazing!
This is amazing. Also amazing, the memory footprint size of indie games will bloom, because devs might think that unlimited polygons means to use all of them for everything. That might be fine, if Unreal didn't tend to make for very large game executables as it is.
With great polygon handling, comes great responsibility.
people are gonna need to make free nanite DLCs so people can download them without having to buying a new harddrive and waiting 2 weeks to download
Very cool, Thank you
This engine is just such a mind boggling feat! Imagine the team showing this tech to their Epic execs for the first time and for the next two days, there are no questions because everyone is still completely speechless. Epic's own tech demo was already crazy but this video here shows how stupid fast this actually is. Essentially, this looks like the infinite detail demo we saw from this disappeared company a few years ago only this time, fully integrated with real time global illumination and physics. Absolute craziness.
I wonder what this would look like with growing numbers of DIFFERENT models, not the same instance of the same thing. This could be done by creating the same ball under different files name and importing those.
I made another video using different meshes here: czcams.com/video/v9kynURWW_I/video.html
Thanks for this Video!
Nanite is incredible. I love that I'm alive to witness this leap in video game tech.
But if you move back and forth then wouldnt you see a slightly different immage every time from the same perspective? Or does it the same pattern everytime on the object depending on the distance?
It changes the geometry based on distance (watch with the cluster and triangle view), but even if the geometry is different due to the distance changing, Nanite does a great job of not making it noticeable.
Quixel brought the new megascan tree assets. Does it work with nanite?
Great video buddy keep it up :)
Thanks!
Reminds me of how the 2014 LittleBigPlanet 3 did infinite levels with their “dynamic thermometer” that renders what’s close and hides what’s further.
As we saw it's distance based, so what if you make all those snow balls in a very close proximity?
so basically you can have unlimited triangle for the detail?
only problem for frame drop and file management would be matched texture size and the triangle file right?
Nanite probably won't slow things down too much, but Lumen certainly does since it demands a lot more GPU time. As for disk size, it will go up, but maybe not too much. You can read about that towards the end of this doc: docs.unrealengine.com/5.0/en-US/RenderingFeatures/Nanite/
This video is beautiful @LivelyGeekGames. Absolutely beautiful. Keep Doing more videos please. 10/10
This + fsr will make games run so well
How does Nanite performs when you get to the level of more than 1 triangle per pixel for everything from up close all the way to entire objects being so distant the whole object is just a pixel in size, filling up the whole screen?
When I zoomed way out, it just used the largest cluster size, which may still have been more than one triangle, but it still performed quite well.
can you compare bot situations (nanite on/off) with instancing enabled?
Your first run with nanite off was with instancing disabled, right?
I tested this in a followup video here: czcams.com/video/v9kynURWW_I/video.html
@@LivelyGeekGames thank you for responding. I watched directly after writing this comment and forgot to edit it -.-'
Thank you for the content and looking and user requests :)
Honestly I’m amazed at the performance it was getting before Nanite. Afterwards, it’s just…. unreal
Best explanation so far.
So basically it automatically does LOD's? And at 2:37 it's showing the level of detail changing?
Nanite is truly next-gen in gaming. I can't wait to see it utilized by developers.
What a time to be alive!!
Hold on to your papers
Layman-Question: Isn't that something similar to "instances" (dunno the right term anymore xD) in eg. C4D? One objekt, umpteen "copies", so you have fewer calculations?
There are definitely some efficiencies using instanced meshes vs non-instanced meshes, but the rendering thread/GPU still needs to calculate which parts of that geometry to actually draw. I tested this a bit further in a follow-up video here: czcams.com/video/v9kynURWW_I/video.html
Nanite kinda feels like the biggest revolution in graphics since PBR to me. My hope is that this technology will also make its way into offline rendering to an extent. I cannot even imagine how much faster movie frames would be rendered with this, since it's almost exclusively about quality and not render times there
Jaw Dropping. The quality of games this opens up is just... Unreal. :P
Can you imagine big companies with machinery they have to build games with this ? it's going to be insane..
I've been getting into game development with Unity recently, but hot damn if Nanite doesn't make me jealous of Unreal 5. This is some seriously next-gen optimization technology.
Ask them to start using mesh shaders for LODs, that's all what it takes
Stop being a pleb and learn UE. Unity is not even on the same league anymore if you want to do 3D
All of this makes me wonder: Will other engines have the same feature or will everyone just start using UE5? Because even if UE5 isn't perfectly optimized for everything, just having nanite sounds like it should be an obvious choice.
Other companies will try to do something similar but it will take them a while and most companies don't have the budget for research and development that Epic does.
Hey, what's that song that plays near the end of the video? It's very nostalgic to me, and yet I never learned its name.
It's actually just a stock acoustic song included with Final Cut Pro (which I edit my videos in).
@@LivelyGeekGames I guess it's just royalty free music they got from somewhere. I have very fond memories of hearing this exact song in a chatroom flash game back in like 2009-2010
@@TheMentalgen Haha, nice.
And... The UE guys just solved all the problems related on comments and showed It on Matrix Tech demo, amazing
Does reducing the snow ball mesh poly count increase performance for 1 million snow balls?
The less geometry there is in the world, the better the performance will be, but it won't be a huge difference when it comes to Nanite. Turning off Lumen has a much bigger effect on performance, which you can see in my other video here: czcams.com/video/v9kynURWW_I/video.html
Wow, cool stuff!
The idea is very similar to adaptive subdivision surface that blender and other engines implemented a while ago, but seeing it into a game engine is really cool.
Although you are correct, I think we need to understand how hard taking the latency out must have been, as blender does not need to provide this feature at 60fps
@@gwentarinokripperinolkjdsf683 yeah nanite does this but far better
What sort of hard disk do you need for this level of triangles?
I recommend having an SSD (I have a 1TB Samsung one that was around $100), but if your data is small enough to fit in RAM it probably doesn't matter too much.
Hi man, thanks for your awesome tutorial, I'm new to unreal, I want to make sci_fi modular assets and sell them in market, should I use nanite for props and assets? my PC not strong. thanks in advance
idk
a more interesting comparison would be using lods vs nanite, as far as im concerned no lods were used for the non-nanite mesh?
What is the name of or a link to the song used for outro?
Just saw reply to another comment: "It's actually just a stock acoustic song included with Final Cut Pro" but is does it give the name? anything? I'm going crazy looking for this song, Tell Me Should I’ve Known from their online music library sounds very similar but not the same to my dismay.
Yeah, it's from the stock Final Cut Pro songs, titled "Acoustic Sunrise."
@@LivelyGeekGames Thank you I can finally die in peace now.
What hw requirement is required to run this simulator on a mobila and/or PC?
You can find the hardware requirements at the bottom of this page: docs.unrealengine.com/5.0/en-US/Welcome/
I'm working on a Game in UE5 but i got a 1070 ti (edit. i got an 8700k CPU)
I get a good quality result, and framerate of 60-70 Fps in a dense forest.
But with lumen and higher quality shadows on i can feel lagg and its sluggish in a way even tho the fps is 60+ and 14-16ms i'm wondering if its the gpu that handle it the wrong way or if i have to do something for it to run smooth (maybe lumen does not like vegetation), if i turn of lumen and lower shadow quality i get 100+ FPS 10-12ms and its smother.
Someone said this would help:
Project Settings > Rendering > Global Illumination Method: The change "Lumen" to -> "Ray traced (deprecated)"
Hmm maybe "Ray traced (deprecated)" is the same thing as turning Lumen off on a non RTX card.
Because so far i cant see any visual or performance deference from using "Ray traced (deprecated)" or turning it off.
Screen space looks worse but it attest use lumen and its a but faster not much tho, and don't looks good enough.
The fact that there are One million objects in the scene itself is already amazing (without ECS).
I am curious about this, could nanite be combined with LODS? Like instead of having 5 lods you would have 3 lods and Nanite would make smooth transition between them. You could theoretically decrease games size by removing few lod levels and get rid of the swaping of models.
Nanite is already like an auto LOD system, so if you want to make games smaller you would just start with a smaller (less detailed) mesh. Just because you *can* have a million triangles in a mesh with Nanite doesn't mean you need to.
Wow!!! 50,000,000 triangles all in one frame. Unfortunately I can't see them all. My crappy 1080p monitor only has about 2 million pixels.
Haha, yeah. Definitely a bit of overdraw happening there.
Would you not have bigger file sizes due to heavy model detail ? It will always be king to have optimised mesh? This looks like a handy way to apply a basic re-mesher to a 3d object and use as a background object.
Yeah, you definitely have larger mesh assets from all the detail. The Nanite page covers this under "Data Size": docs.unrealengine.com/5.0/en-US/RenderingFeatures/Nanite/
But since you don't need to make custom LODs and if you end up not needing a high-detail normal map, the total size (mesh + maps) can be comparable.
@@LivelyGeekGames You didnt make as clear as you should have. Yeah the file sizes will not increase at all. Plus I heard them working on optimizing file sizes even more.
My rdr 2 gives 80 fps on ultra and if it was made in UE 5, it would be more realistic, detailed and gave me more fps right?
Which pc specs do i need to work with nanite and lumin properly?
Is it possible under $1100.
The specs are listed here under "Hardware Requirements for Development": docs.unrealengine.com/5.0/en-US/Welcome/
It recommends a minimum of a GTX 1080 (what I use), a decent CPU, and 8GB of RAM, although I highly suggest at least 16GB. You should be able to build something for around $1100, especially if you find a used GPU.
@@LivelyGeekGames what about cpu
Can you recommend something?
I'll work on open world games.
@@ibisvagant1345 The best one you can afford, but I would put more into the GPU first. I have an Intel i7 2.9GHz and everything seems pretty fast.
@@LivelyGeekGames is 3600x or 11400 enough or should I go for more core like 3700x or intel's new 12th gen
I mean should do core count because 5600x(6core) or 3700x(8core) are in same price but 5600x do a much better gaming.
Or i'll be okey with a decent 6 core processor like 3600x, 11400f,
Or any gaming cpu?
@@ibisvagant1345 I'd check out CPU benchmarks for gaming workloads to compare specific models, but as long as you have a decent clock rate and at least 6 cores you probably won't notice too much of a difference.
I can't wait till Epic cracks how to get Nanite functioning on all meshes including skeletal mesh actors.
nanite reminds me of Euclideon's unlimited detail tech demo from 2011
Nanite is very impressive, and a super smart way to seamlessly optimise meshes for real-time. No doubt this will save a lot of inexperienced modellers from a world of lag
but how would it be if every model would have its own animation with a random moveset? would it keep a stable 60+ fps ?
Probably not, that would be a lot of extra processing for the game thread to do before rendering. It would also invalidate some (perhaps all) of the Nanite caches from previous frames. This depends on a lot of things like your processor speed and the complexity of the movements.
"1 million snowballs. It got better..."
I guess Epic just thought: "let's make it render faster with more tris. Why didn't we think of that before?"
Is it possible to change how well-defined nanite is? With other words, amount of traingels and when and by how it scales? I feel like it would be kind of crucial for future low-powered devices. Let say a Nintendo Switch 2. If the target resolution is 720p you wont really require as many triangels as 4K and it would ease up the performance requirements. With such a target it would make sense to lower the quality of objects in-game (to save on storage) (this process could be automated)
You can give a "position precision" option in a mesh for Nanite that controls how much to quantize the verticies when calculating Nanite data. I'll be curious what the workflow will be for games that ship to both high-end GPU systems and low powered devices when both Nanite and Lumen enabled. I wonder if it will be a separate project with baked lighting and low quality meshes still. You can read more about it here under "Nanite Proxy Mesh and Precision Settings": docs.unrealengine.com/5.0/en-US/RenderingFeatures/Nanite/
@@LivelyGeekGames thank you for such a thorough answer. Yeah, it's gonna be interesting. I guess there is a quite substantial overhead to use the nanite system, but as long as you can actually run it, performance becomes a non-issue. It would make sense to be able to automate a process where versions targeting "low resolution" devices. (720p - Nintendo Switch, Steam Deck, laptops etc.) will have lower quality meshes, textures, baked lighting. It makes a lot of sense since it would require far less storage as well...
Perhaps lumen is possible, but resampling the lighting will occur over many more frames, with far less precision. This would work well with slow light sources like the sun and the moon. The engine would only really need to update the GI whenever the lightsources has moved a substantial step and over a lot of frames. you could have a fixed rendering budget for lighting. and perhaps make lumen not cross it.