A Deep Dive into Nanite Virtualized Geometry

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  • čas přidán 8. 07. 2024
  • Nanite, Unreal Engine 5's new virtual geometry system, enables the rendering of trillion triangle scenes at real-time framerates. This lecture will take a deep dive into how Nanite works, from mesh import all the way to final rendered pixels. Part of the SIGGRAPH 2021 Advances in Real-Time Rendering in Games course (advances.realtimerendering.com/). We will explain how the mesh-based data structure is built, streamed, decompressed, culled, rasterized, and finally shaded.
    Speaker Bios:
    Brian Karis is an Engineering Fellow in graphics at Epic Games. Most recently he has led the development of Nanite for UE5. He is most known for work on physically based shading and temporal anti-aliasing although has touched most areas of real-time computer graphics throughout his career. Prior to Epic he worked at Human Head Studios.
    Rune Stubbe is a Principal Rendering Programmer at Epic Games, where he focuses on Nanite development and optimization. He has previously worked on rendering technology at IO Interactive and Unity. Rune has also been active in the demoscene (as Mentor/TBC), where he has contributed widely used compression tools and several award-winning releases.
    Graham Wihlidal is a Principal Rendering Programmer at Epic Games, primarily working on Nanite and other UE5 initiatives. Previously, Graham worked at Electronic Arts (SEED, Frostbite, BioWare), implementing and supporting technology used in many hit games like Battlefield, Dragon Age: Inquisition, Plants vs. Zombies, FIFA, Star Wars: Battlefront, and others. While at BioWare, Graham shipped numerous titles including the Mass Effect and Dragon Age trilogies, and Star Wars: The Old Republic. Graham is also a published author and has presented at several conferences.

Komentáře • 280

  • @avedarek
    @avedarek Před 2 lety +181

    this went from "oh yeah, makes sense" to " I have no idea what he is talking about" really quick

    • @JasonLiske
      @JasonLiske Před 2 lety +5

      My existence with my son, when he sends me links to videos like this thinking I can follow the deeper concepts 😂

    • @DasAntiNaziBroetchen
      @DasAntiNaziBroetchen Před rokem +9

      @@JasonLiske At least you show interest in his work, unlike my parents who don't even know what I do for work.

    • @ahmednna201177
      @ahmednna201177 Před 3 měsíci +1

      glad i am not alone felt that

  • @jjoonathan7178
    @jjoonathan7178 Před 2 lety +644

    "Oh, yeah, sure, the hardware rasterizer chugs on tiny triangles, so we'll just make a GPU software rasterizer, and make it good, and actually a hybrid rasterizer, and abuse the Z-test wave repacking, and analytically compute all the derivatives, easy peasy!" you guys are absolute mad lads. Amazing work!

    • @alejmc
      @alejmc Před 2 lety +38

      Totally this… plus everything around it to support and make it actually feasible.
      The hierarchy tree solutions, the dual graphs to deal with boundaries, memory compression/bandwidth, lights/shadow maps/materials, the matID as depth value is genius (although gets over my head as to how it works for the actual depth test when filling it), etc etc.
      I honestly understand almost nothing of what’s going on, but I do think this could have broken and not worked at too many critical points to which they did find or invented a solution… jaw dropping.

    • @jjoonathan7178
      @jjoonathan7178 Před 2 lety +29

      @@alejmc Yeah, I had to omit like 3/4 of the super impressive parts just to make a concise post. What a time to be alive!

    • @jeshweedleon3960
      @jeshweedleon3960 Před 2 lety +7

      @@jjoonathan7178 thanks karoly

    • @jjoonathan7178
      @jjoonathan7178 Před 2 lety +13

      @@jeshweedleon3960 I'd like to see Karoly fit this one into two minutes. A speedrun for the ages.

    • @JorgetePanete
      @JorgetePanete Před 2 lety +5

      @@jjoonathan7178 fellow scholars i see

  • @zacharypeterson5540
    @zacharypeterson5540 Před 2 lety +151

    The research and development at epic games is absolutely insane. This is the bleeding edge and it's amazing what they've created

    • @SewerTapes
      @SewerTapes Před 2 lety +9

      Yep, and the only part I understand about any of it is that it's awesome.

  • @krytharn
    @krytharn Před 2 lety +119

    The amount of groundbreaking innovation in this work is astonishing.

  • @davidsirmons
    @davidsirmons Před 2 lety +40

    I worked at Epic from late 2003 to early 2005, on UT2K4 as an artist. Sometimes late at night, I'd wander over to the Gears of War side of the hallway and discuss things with artists and programmers like James Golding, Shane Caudle, Cliff Bleszinski, Tim Sweeney, and Chris Perna. Having worked closely with programmers from my very first day in game development years earlier, it was a real joy at Epic to talk with people that both I and the gaming world at large considered masters. Still have dreams I'm working there again. The best achievement of my artistic life is my time there, and will never forget what that felt like.

    • @DasAntiNaziBroetchen
      @DasAntiNaziBroetchen Před rokem +2

      I don't understand. If working there is so mind-blowingly amazing, why are you not working there anymore?

    • @gerooq
      @gerooq Před rokem

      @@DasAntiNaziBroetchen could be many reasons, for example could have had to leave the country/state

  • @parlancex
    @parlancex Před 2 lety +157

    I had no idea nanite was using a GPU software rasterizer, that's nuts.

    • @niks660097
      @niks660097 Před 2 lety +31

      doom eternal or id tech also uses software rasterizer with virtual lod's and shadows, that's why there is not much difference b/w low and ultra, because engine is scaling geometry, shadows etc based on pixels or resolution..

    • @donsorenoelchapogringo1182
      @donsorenoelchapogringo1182 Před 2 lety +6

      @@niks660097 Its interesting because Doom Eternal is one of the games where you can (on lower end hardware like XBox One) see the LODs swapping and blurring. Other Games usually retain better quality at the cost of lower FPS

    • @niks660097
      @niks660097 Před 2 lety +7

      @@donsorenoelchapogringo1182 yeah i agree, ID had a presentation on siggraph 2019/21, they are really ahead of their time and probably the only one competing in quality with Unreal 5, pushing 80 million triangles per scene(DF also has a vid about it), using the above LOD and 100s of per pixel lights..

    • @angelstojanov2346
      @angelstojanov2346 Před 2 lety +4

      @@niks660097 can you please link the id presentation I can't seem to find it

    • @mduckernz
      @mduckernz Před 2 lety +3

      @@niks660097 As per the other person, would really appreciate a link to that, as I also cannot find it (maybe using the wrong keywords? Idk)

  • @helldunkel7898
    @helldunkel7898 Před 2 lety +22

    The amount of dots that are connected here and put to use by Nanite is spectacular. UE mesh reduction has been quite a leap but this really takes it to a new level.

  • @BlindBison
    @BlindBison Před rokem +16

    The team behind this are true geniuses. This amount of complexity being managed is pretty incredible.

    • @DMEGC
      @DMEGC Před 9 měsíci +3

      The whole idea and initial work was the guy in this video, Brian Karis. I believe he didn´t got a team to lead till he has proved it worked. He came with the idea, and they told him, go work alone on it for a while a see what happens.

  • @romainberger
    @romainberger Před 2 lety +14

    Brian Karis you can be proud of yourself to what you gave to this industry, many will never realize that the game they're playing can exist only because of you.

  • @ElfikTheNight
    @ElfikTheNight Před 2 lety +65

    Wow, just wow! Congrats to everyone involved! And thanks for sharing the gist of how things are done!

  • @krz9000
    @krz9000 Před 2 lety +18

    Thank you for having the dream.. the dedication and opportunity to work on it. You and your team deserve the best

  • @NUCLEARxREDACTED
    @NUCLEARxREDACTED Před 2 lety +40

    This sounds like the technical jargon overload to me half the time, but I feel I could follow along enough to get the raw basics. Very Cool.

    • @drumboarder1
      @drumboarder1 Před 2 lety +1

      Knowing just enough to follow along but not being able to re explain any of it to anyone is frustrating as cuuuuuuuunt

    • @mnomadvfx
      @mnomadvfx Před 2 lety +3

      @@drumboarder1 If the person you hoped to explain it to couldn't understand this video as well as you can, then there is little hope that you could do it either.

    • @drumboarder1
      @drumboarder1 Před 2 lety +2

      @@mnomadvfx fair point

  • @Rubicon1985
    @Rubicon1985 Před 2 lety +2

    You guys make it look easy - truly incredible stuff. I didn't quite believe the tech demos until I had a play with it myself. Great job!

  • @tatoforever
    @tatoforever Před 2 lety +101

    This change in rendering pipeline is more important than any GPU hardware advances in the last 15 years. Amazing!

    • @davidsirmons
      @davidsirmons Před 2 lety +4

      This proves my long-held perception that programming is art, since all creativity comes from an inspired mind seeing beyond the conventional.

    • @cryora
      @cryora Před 2 lety +9

      So you're saying you can use a GPU from 15 years ago to run a modern game, if the modern game uses nanite technology? The current recommended specs for the City Sample Demo is:
      12-Core CPU @ 3.4 GHz
      64 GB RAM
      GeForce RTX 2080 or AMD Radeon 6000 or higher
      At least 8GB of RAM
      Nanite is definitely meant for next gen hardware if it is to be performant
      Every generation needs some feature that, unless you have the latest and greatest hardware, will render your gameplay unplayable. A while back it was HDR and Shader 3.0. Later it would be VR. During the initial RTX generation, it was ray-tracing. This generation would have to be nanite and lumen.

    • @Supreme_Lobster
      @Supreme_Lobster Před rokem +3

      @@cryora nanite runs on a PS5 so its not really very next-gen in terms of hardware required. Also, the original comment was probably hyperbole, you might wanna learn what it is if you are gonna talk to people

    • @cryora
      @cryora Před rokem +2

      @@Supreme_Lobster I know what I hyperbole is, but it did not strike me as one. You might want to learn how not to be condescending if you are going to talk to people.

    • @PradipDas-gv3yw
      @PradipDas-gv3yw Před rokem

      But the first paper with a working prototype was published on 2003, what about that?

  • @clonkex
    @clonkex Před dnem

    Nuts. Absolutely nuts. I had no idea Nanite was so freaking complicated!

  • @juanmilanese
    @juanmilanese Před 2 lety +18

    ... I member when I could understand (albeit marginally) the tech behind UE4, this is on another level of complexity. Amazing stuff for sure.

  • @yogiwp_
    @yogiwp_ Před 2 lety +14

    Wow the references brought a lot of nostalgia. Was waist deep in this thing late 2000s/early 2010s. Wonder how mega geometry went.

  • @IBMboy
    @IBMboy Před 2 lety +4

    i read the slides when they came out, now i finally got to see the presentation amazing tech no doubt

  • @tirkentube
    @tirkentube Před 2 lety +92

    it's insane that they're not only doing this, but explaining how it's done.... i mean shit. they could take the graphics industry, and the film industry by STORM with this.
    but instead they show how they've done it, which is pretty amazing, because now other developers from other (especially big) companies will create their own similar methods of doing the same thing instead of paying epic to do it. that's pretty epic.

    • @deoTS1
      @deoTS1 Před 2 lety +50

      epic understands the engineering power needed to implement something like this at scale, they have the vehicle for shipping it (unreal engine), and since they've conceptualized it, they have a head start.
      not only are there few other companies that could fully realize this in an industry-impacting way, most would have no financial incentive to do so. why build entire engineering and r&d departments to enter an implementation race with epic when they can just license the unreal engine?
      i'm happy to see open discussion like this, but be certain that if what they're sharing is business critical IP, then they're already in the marketing phase. and this is part of that marketing.

    • @Drollfilms
      @Drollfilms Před 2 lety +8

      You know the unreal engine is open source right?

    • @konga382
      @konga382 Před 2 lety +22

      They have an engine to sell, and they can't sell it if nobody understands how it works.
      And these advancements are never made in a vacuum. Epic, as well as almost everyone else in the industry, understands that advancement only happens when knowledge is shared. If nobody shared their knowledge in this industry, we'd still be stuck with '90s/'00s-level graphics.

    • @ZipSnipe
      @ZipSnipe Před 2 lety +12

      @@Drollfilms its not open source

    • @donmiko345
      @donmiko345 Před 2 lety +4

      Yeah, except paying for Unreal is still orders of magnitude cheaper than hiring a highly specialized team to implement something like this. And you can have it right now, not "maybe in a few years".

  • @CyberWolf755
    @CyberWolf755 Před 2 lety +14

    This is mindblowing! Couldn't wrap my head around the deep technical parts of it, but I did understand the general ideal and process for Nanite

  • @thechosenone729
    @thechosenone729 Před 2 lety +36

    I love this technology but don't tell Activision about it or next COD will have 2TB.

    • @HolidayAtHome
      @HolidayAtHome Před 2 lety +2

      Games could actually become smaller because you don't need to put all the LODs in the game!

    • @mduckernz
      @mduckernz Před 2 lety +9

      @@HolidayAtHome You know as well as I do that wouldn't happen, they would just reallocate the space to something else (like how people used to think better tech would mean people would work less and have more leisure time... sigh)

    • @SoftBreadSoftware
      @SoftBreadSoftware Před 2 lety +2

      Need better video and texture compression for that. Video and textures are the majority of the size of modern games. 4k 60fps video and 4k-8k textures are very heavy. It would take a revolution in compression, or consumers to want watch movies when they want to watch movies and want to play games when they want to play games so they dont fill games with more cutscene than there is gameplay. 200gb is impressive for 30-40hours of 4k cutscenes, let alone a game coming with it. An hour of 4k movie footage is typically over 20gb compressed, but game devs make all sorts of compression tradeoffs and use screen space effects to cover it up.

    • @mduckernz
      @mduckernz Před 2 lety +3

      @@SoftBreadSoftware Having cutscenes that aren't in engine is kinda dumb tbh (yes, I know it's harder, and the quality will be lower... but it's also authentic, and allows for some interactivity)

  • @maxmustermann3938
    @maxmustermann3938 Před rokem +3

    This is some crazy piece of engineering.

  • @metacob
    @metacob Před 2 lety +52

    I think this sort of technique is way more exciting than changes in hardware, like raytracing cores. You can actually see the improvement without trying to find a reflection or some shadows that you can compare to a badly-implemented rasterization equivalent.

    • @primohippo4014
      @primohippo4014 Před rokem +2

      Ray tracing will definitely be a bigger deal in a few years I think. Once more games start using ray traced global illumination, rt ambient occlusion, and similar things, is when you’ll start to see a much bigger difference. Unfortunately there’s only a handful of games that use these right now, mainly dying light 2 and metro exodus pc enhanced, and those games look fantastic with those on.

    • @puppergump4117
      @puppergump4117 Před rokem

      @@primohippo4014 Then again you can make any game look fantastic with nanite. Raytracing takes extra work and hardware.

  • @PixelPulse168
    @PixelPulse168 Před 2 lety +2

    This is a game(graphics) programming gem. Thank you for sharing.

  • @rasmadrak
    @rasmadrak Před 2 lety +4

    Beautiful piece of tech/code!

  • @AntonDalsgaardBertelsen
    @AntonDalsgaardBertelsen Před 5 měsíci

    This is exceptional work

  • @alexxswx
    @alexxswx Před 2 lety

    Absolutely amazing!

  • @olivierginiaux7466
    @olivierginiaux7466 Před 2 lety +10

    I wish I was in this team to live this amazing technical adventure! I have been working on a small subset of this (decimation and error estimation part with perceptual hashing and metaheuristics tuning with a DFF NN), it's a lot of fun and very challenging but sadly way too technical for a single person to do like only 1% of what you achieved! Kudos

  • @dddd-us7xc
    @dddd-us7xc Před 2 lety +4

    This video is also able to help in future people working in Epic/unreal engine, to understand this thechnology, to increase chance to improve it in the future.

  • @robbie_
    @robbie_ Před 2 lety +1

    Great presentation. Fascinating and really cool. Little bit sad my knowledge is obsolete but it's a little less so after watching this.

  • @danw3735
    @danw3735 Před 2 lety +23

    Amazing, I didn't understand a word, but amazing :)

  • @unrealdevop
    @unrealdevop Před 2 lety

    Great job, very technical and well explained.

  • @Konic_and_Snuckles
    @Konic_and_Snuckles Před 2 lety +63

    Something I don't understand: the original pipeline used a base geometry of prefabulated Amulite, surmounted by a malleable logarithmic Z-buffer in such a way that the two main spurving vertices were in a direct line with the panametric mesh. The latter consisted simply of six hydrocoptic marzlevectors, so fitted to the ambifacient lunar wanecluster that side rasterizing was effectively prevented. The main renderer was of the normal tris-o-deltoid type executed in panendermic semi-boloid threads in the GPU, every seventh LOD being culled by a nonreversible tremmie pointer to the differential girdledraw on the "up" end of the grammesher. As such, shouldn't prefabulated Amulite require less fluorescent score motion than this new Nanite texelencabulator, and therefore decrease sinusoidal depleneration?

    • @17benderbrau
      @17benderbrau Před 2 lety +9

      u alright mate?

    • @deltib
      @deltib Před 2 lety +17

      Putting that PHD in Applied Phlebotinum to good use.

    • @yoted
      @yoted Před 2 lety +3

      Thank you for this

    • @ihorkarpiuk4102
      @ihorkarpiuk4102 Před 2 lety

      Yes...

    • @Bolt6265
      @Bolt6265 Před 2 lety +21

      Oh shit is this what normal people hear when they watch these presentations?

  • @e2rqey
    @e2rqey Před 2 lety

    This is absolutely bonkers. Amazing.

  • @smlgd
    @smlgd Před 2 lety +13

    This is fantastic. I hope in the future we get a hardware implementation of this kind of thing.

    • @brazwen
      @brazwen Před 2 lety +4

      That'll be great. Probably will be implemented in the GPU, like ray tracing.

    • @AlphaGarg
      @AlphaGarg Před 2 lety

      Oh man, that'd be fantastic

    • @damaomiX
      @damaomiX Před 2 lety +1

      Mesh shader (by NVIDIA) is similar.

  • @tijssens
    @tijssens Před 2 lety +9

    This is just crazy stuff...really would have loved to be in gfx as an engineer.

  • @davekite5690
    @davekite5690 Před 2 lety +1

    'good work for sure.

  • @appidydafoo
    @appidydafoo Před 2 lety +1

    Incredible

  • @Slashscreen
    @Slashscreen Před 2 lety +4

    Amazing work. Personally, I find the limitations of rendering and memory to be a fun challenge that breeds creativity. However, I do see the benefit of virtualized geometry.

  • @johnjason5138
    @johnjason5138 Před 2 lety

    So Nice, Thank You

  • @tomasrosenberg3430
    @tomasrosenberg3430 Před 2 lety

    I have no words... Wow!

  • @finlayl2505
    @finlayl2505 Před 2 lety +4

    Thank you, couldn't find any info on how it worked when it came out a couple months ago

  • @paulofalca0
    @paulofalca0 Před 2 lety

    Amazing talk!

  • @XtroTheArctic
    @XtroTheArctic Před 2 lety

    Congrats! This video, single handedly, violates every single rule of making good public presentation.

  • @gaussminigun7095
    @gaussminigun7095 Před 2 lety +2

    you can only learn this stuff if you love this stuff

  • @MasterThief117
    @MasterThief117 Před 2 lety +2

    "You can't displace a sphere and turn it into a torus..."
    CGMatter: "Hold my nodes..."

  • @stormsoendergaard3023
    @stormsoendergaard3023 Před 2 lety +6

    Engineering at it's finest!

  • @roopaksudhakar8578
    @roopaksudhakar8578 Před 2 lety +2

    Literally 'Game Changing'!!

  • @romanzkv4
    @romanzkv4 Před 2 lety +34

    The depth of your knowledge is impressive. Very interesting. thank you.
    How many people and time was invested to develop all this?

  • @DimaArmstrong
    @DimaArmstrong Před 2 lety +1

    You did a great job presenting! Very clear and easy to understand. Thank you

  • @MadsterV
    @MadsterV Před 2 lety

    That's insane. Very cool. Repurposing the z-buffer must have raised a few eyebrows.

  • @ninjabeatz905
    @ninjabeatz905 Před rokem

    Thanks much appreciated.

  • @Morimea
    @Morimea Před 2 lety

    thanks!

  • @MustafaBerkeGureltol
    @MustafaBerkeGureltol Před 2 lety +11

    I am taking an algorithms class and was thinking "where the hell am i gonna use all these searching and sorting techniques" until I saw this video. Damn.
    Edit: I'm also taking an operating systems class, and he started talking about concepts such as scheduling, page table, page size, and amortization. This is beyond pog.

  • @vikass5859
    @vikass5859 Před 2 lety

    The very principles of Mandalas - Ancient Indian Art - why am I not surprised to see temple graphics in this video :-) ? Good explanation.

  • @TOPP3R1993
    @TOPP3R1993 Před 2 lety +1

    As an artist, kudos to you!

  • @GeorgeTsiros
    @GeorgeTsiros Před rokem

    The way you are describing things up to around 16:10 you make it sound like someone with decent coding expertise could implement the important bits of this idea themselves

  • @lukecronquist6003
    @lukecronquist6003 Před rokem

    Based that he explained it fully. Ty

  • @FreakAzoiyd
    @FreakAzoiyd Před rokem +1

    Pretty cool explanations. I didn't really understand most of the technical details and jargon but the overall concept and parts of the executen were quite clear. 👍
    1:04:02 I understood the slide about vertex clustering and duplicates completely 😁 which was cool
    1:08:14 one of the things I asked myself is how you handle translucent things, since you said you didn't use the materials in looking for the right triangles. So I guess you somehow still have to implement this somehow

    • @ManasKale-im4xf
      @ManasKale-im4xf Před měsícem

      About your second point, I believe Nanite doesn't support transparent materials.

  • @simpson6700
    @simpson6700 Před 2 lety

    this is going to be one of the tech that i wish was in the next elder scrolls game. just like i wanted tessellation to be in skyrim back in the day.

  • @dinoscheidt
    @dinoscheidt Před 2 lety +26

    Imagine this software rasterizer makes it into a hardware rasterizer 😳

    • @High.on.Life_DnB
      @High.on.Life_DnB Před 2 lety +8

      Noooow I know how they built the simulator we're living in now, called UE5, Universe Engine 5.....

    • @jeffeDavid1
      @jeffeDavid1 Před 2 lety +1

      @@High.on.Life_DnB Omg, it all makes SeNsE!!!!! xD

  • @spudtaters8419
    @spudtaters8419 Před 6 měsíci

    "Instances are the new triangles". My favorite line.

  • @Kairosdex
    @Kairosdex Před 2 lety

    Genius

  • @ChillingSpartan
    @ChillingSpartan Před 2 lety

    I didn't understand anything you said but the pictures where nice.

  • @spicybaguette7706
    @spicybaguette7706 Před 2 lety +6

    Wow. You are literally pushing the boundaries of what a GPU can actually do, things such as software rendering on a GPU seem so cursed to me, and even more cursed is drawing tiny triangles, but you actually made it work!
    Also, I love the irony of Advances in Real-Time Rendering having a website without CSS. lol

  • @MrJohnRocco
    @MrJohnRocco Před 2 lety

    Can't understand jack sheat but I like the result of all this thinking!

  • @buowerc
    @buowerc Před 2 lety +7

    Really would love to see how this would fly on an ARM chip with 128 GB of unified memory..

    • @alejmc
      @alejmc Před 2 lety +3

      I was hesitant of posting a similar comment out of backlash, but yes, I would be curious too to see this having a repurposed branch to maximize all the unified memory, huge CPU/GPU bandwidths, etc advancements.
      For my use case, it would be great to see Apple and Epic make its peace so that we get this insane tech on most platforms as possible… else when the time comes I’ll end up going back to the PC realm, and while I got nothing specific against it, I would rather not.
      This goes way WAY over my head, but it is my (naive) understanding that the Metal API and it’s tiled based rendering approach, arguments buffer rendering, etc would actually be beneficial for what these devs are doing?

  • @erikm9768
    @erikm9768 Před 2 lety +3

    Even if software rasterization is faster doesnt that mean that you are using up compute shaders that otherwise would be used for other tasks while the hw rasterizer cant be used for anything else?

  • @davinsaputraartandgamedev9453

    where can i get the pitch deck?

  • @spider853
    @spider853 Před 2 lety

    Amazing work! Sadly couldn't understand all of it :(. I have a question tho, are we limited to 32 materials? (for the 32bit mask)

  • @jojolafrite90
    @jojolafrite90 Před rokem +2

    I'm STILL struggling very hard to understand HOW this did NOT revolutionize every 3D suite out there. It's not as if they kept the tech completely hidden.

    • @Kram1032
      @Kram1032 Před rokem +3

      Implementation complexity. It's too new to be that wide-spread. Doesn't even cover all cases yet. Eventually this may grow into a proper standard of doing things. Give it a few more years

  • @aresaurelian
    @aresaurelian Před 2 lety

    I approve of this.

  • @cainen6355
    @cainen6355 Před 2 lety +9

    I thank all the magicians at epic for this feature. It's like aliens gave us a tool, that we didn't even understand but was better than everything that currently exists.

    • @theairaccumulator7144
      @theairaccumulator7144 Před 2 lety

      nah the guys who made it obviously understand it how would it be a coherent and relatively bug free feature otherwise?

  • @Shinobubu
    @Shinobubu Před 2 lety

    I don't know about everyone, But I love UV mapping and Skinning :D

  • @ianfitchett2768
    @ianfitchett2768 Před rokem

    So what if there's no good previous frame to work from, like after a hard transition? Is there a big slow down, or do we get a single poor quality frame?

  • @Bolt6265
    @Bolt6265 Před 2 lety +3

    I'm really struggling to understand the code at 35:35
    It seems simple at a glance but it doesn't explain what the edge values actually are.
    And what are the three CX/CY's?
    But mainly, how does taking the min of those tell you if the point is within the triangle?
    I feel close to getting it but not quite.
    I cant find anything online with a similar method for detecting if a point is inside a triangle.

    • @pewpewlasergunz
      @pewpewlasergunz Před 2 lety +2

      I'm guessing they have broken the barycentric test into several stages, where certain stages can be calculated and used for a whole batch of pixels at once in a data orientated fashion or something along those lines, don't quote me on that tho, its been a long time since i used barycentric coordinates and even then i didnt completey understand them :D

    • @Bolt6265
      @Bolt6265 Před 2 lety +6

      ​@@pewpewlasergunz I did eventually figure it out after an undetermined amount of time sitting and staring at it. I don't think it uses barycentrics actually. At least not in a way that I recognize, though admittedly I don't really understand them that well either.
      All it requires is some basic vector math and 3 cross products, each of which test which side the point falls on for each edge of the triangle. That, I can make sense of for each individual point test, but I swear there's some wizardry going on as once you calculate it for the top left pixel of the bounds you can just add the opposite axis of the edge vectors to the cross product values to somehow scan them across the bounds without recalculating any cross products or anything, only that small bit of addition for each pixel.
      I don't entirely understand it but it does make some intuitive sense vaguely if I don't try to think too hard on it. But I couldn't find anything online doing this method or anything, so Idunno where it comes from or how anyone would figure it out, it seems pretty clever to my non math oriented brain.
      I managed to completely implement a GPU based software rasterizer this way, though the results aren't the best. I couldn't get the second scanline method demonstrated to work at all, I don't understand the math there as math isn't my strong suit. It doesn't help that it uses ternaries on bool3's which I feel the behavior is undefined for. I fiddled with everything I could but to no luck, best i could get was getting it to fill the entire rect lmao. I'm not smart enough to figure how that algorithm is supposed to work.
      Other than that, I couldn't beat the hardware rasterizer no matter what when rendering 10M tris. Though performance seemed to be the same no matter what size the tris were as long as they were small, and the same between the scanline and fill algorithms, working or not. So there must be a bottleneck elsewhere that I'm too lazy to figure out. I don't really know an easy way to debug compute shaders in Unity so it's tricky. I assume it has something to do with my data structure, since they didn't cover that really I just had to figure out my own way of formatting the data on the GPU and I'm not super knowledgeable in how to optimize that. Also I'm not sure if there's a way supposed to be able to dispatch that many triangles in one go. Because with 128 tris per thread group, and a max of 65535 groups able to be dispatched at once, can only process about 8,388,480 tris (if perfect clusters) and then more dispatches have to be called if there's more tris. Or can loop in the shader itself but I didn't notice any significant performance difference for either of those.
      I just feel like I'm doing many things wrong somehow without really knowing how to fix it. 😅
      But eh, it probably isn't a good idea to replace my rendering with GPU software rasterization anyway lmao. It would be nice though because it would allow me to get rid of the geometry shader stage and improve platform compatibility. And technically if actually rendering speed were on par, I could probably implement better culling. You know how it is though.
      Rant over.

  • @Tech2C
    @Tech2C Před 2 lety

    What's the TL;DW ?

  • @alejmc
    @alejmc Před 2 lety +1

    Had a question, only one of the very few things that I managed to barely get a shallow understanding: when filling the material RT buffer by using a depth value as the material ID (genius concept), how is the depth test done there in that case? If a triangle is forced to have a depth value (for the material ID) then it wouldn’t play ball with the current depth test right? I’m missing something for sure here, or it isn’t a hardware depth test or it was already done and this is another pass?

    • @robertmayster7863
      @robertmayster7863 Před 2 lety +1

      The depth is encoded in the higher bits, so it still works as usual except you can now trivially filter pixels for material.

  • @Nathouuuutheone
    @Nathouuuutheone Před 2 lety

    Know any good vulgarisation of this? I don't know any of the technical words used to talk about pre-existing systems, I just wanted to know about this specific method.

  • @yourikhan4425
    @yourikhan4425 Před 2 lety +3

    Now the question is : what will GPU designers do to help improve Nanite.

  • @robertmayster7863
    @robertmayster7863 Před 2 lety +3

    Still can't get past the issue with derivatives. You can't just hand-wave away the case where analytical derivatives don't work - in many cases they dont, such as always when a texture lookup influences a UV. As soon as you go fancy with your materials (refraction like in clearcoat or raindrops on a surface, heat shimmer etc.) you have a ton of indiscriminate UVs and that's gonna look messy.
    Also, what does the analytical case mean in practice? Will you have to go over every shader that uses a ddx/ddy manually and replace that with an analytical derivative?

  • @nightfox6738
    @nightfox6738 Před 2 lety +3

    8:35 "Draw everything that's new" - How do you determine whats new without checking all the geometry? (or at least all of the triangle groups). If you're checking all geometry for visibility every frame anyway, even if you're using acceleration structures, how are you any better than just checking all the geometry every frame without taking the hits from the last frame?

    • @zephiris
      @zephiris Před 2 lety +4

      Think about if you were rotating an object on screen clockwise. Most of the triangles are good where they are, but as you rotate you’re occluding some triangles on the right by other triangles rendered last frame and you’re showing other new triangles that were previously occluded by the triangles that were rendered last frame. The z-buffer comparison lets the engine draw boxes on the left side and the right side of that rotating object so that it knows to only update those triangles based on the new z-buffer, while everything else can stay the same.
      As to why this is faster, it’s because every time you replace a triangle in the buffer you have to do a ton of initial calculations on that triangle, which takes time, so minimizing the amount of triangles to replace is always going to be better for time, especially if you can do it efficiently with the gpu (like what they are doing here!)
      Edited for brevity

    • @CBaggers
      @CBaggers Před 2 lety +1

      I'm a noob to this but it seems the goal is not to minimize checks against the hi-z (they are cheap enough) but to get a useful, but incomplete hi-z that can be used to occ-cull the rest of the stuff to draw.
      You don't need to make a full hi-z after that as it's not being used by the next frame. Though you might want to if you have other stages of your rendering that would find it useful.
      Other techniques which use re-projection use the last hi-z and so *could* have a better incomplete hi-z to start from. But as they aren't conservative so you risk incorrect culls. It seems that being precise (conservative) still gave enough of a win without risking incorrect culling.

    • @robertmayster7863
      @robertmayster7863 Před 2 lety +2

      @Night Fox
      It works like that:
      1. Draw everything from the last frame *but with updated transformation*. This should be the bulk of your geometry.
      2. Occlusion-test everything that wasn't drawn last frame (but is inside the frustum) against the z-buffer you just created (this is fast if you use bounding geometry instead of meshes)
      3. Draw all the "new" stuff that wasn't occluded
      This means you still do have to do a lot of occlusion checks but it's nevertheless a lot faster than throwing *everything* at the pipeline and let the z-buffer sort it out.

  • @stephenkamenar
    @stephenkamenar Před 2 lety +1

    this is unreal

  • @VerifyTheTruth
    @VerifyTheTruth Před 2 lety

    Harmonious Layers Of Ordered And Interconnected And Interoperable Complexity Which Perform Specific Tasks In Optimal Functional Unity To Achieve Maximized Efficiency And Adaptability.

  • @KONFLIK2175
    @KONFLIK2175 Před 2 lety

    This is sorcery at it best

  • @Hypafrag
    @Hypafrag Před rokem +2

    I miss good old days when I thought shadowmapping is hard to understand

    • @lanchanoinguyen2914
      @lanchanoinguyen2914 Před rokem

      The algorithm of shadow map is not hard to understand,just creating another mesh by vertices that align with the other two vertices which is the object vertex and the light.Always think it yourself,not rely on people feeds,it would be easier to understand.
      Now you may ask you exactly to align those vertices?It is simple,using derraviate or trigonometry,i program an mouse orientation myself with trigonometry as i make 3d game engine so i understand it enough.
      All of this man saying is just about automatic remodeling which can be done manually by artists but consumes much more time.

  • @n1lknarf
    @n1lknarf Před 5 měsíci

    any idea why nanite meshes do not update the nav mesh? not even after setting the nav mesh dynamic, the nav mesh simply ignores nanite meshes

  • @dangerdom904
    @dangerdom904 Před 2 lety +2

    'Also known as an index buffer and a triangle mesh'.. Lol

  • @benjavides
    @benjavides Před 2 lety

    What study path should I follow to understand this? I'm a programmer with game development experience. I would love to be able to manipulate the rendering pipeline.

  • @achimstromberger
    @achimstromberger Před 2 lety +1

    Pretty cool, but how do you want to ship so much detail? Filesize would explode if you use so many high detailed meshes. I guess this will lead to a heavier re-use of modular assets?
    All in all pretty kick-ass tech!!

    • @imyourmaster77
      @imyourmaster77 Před 2 lety

      I think the idea is that its not about having every game have every single asset to a pixel sized detail scale, but to be applied to certain important objects such as characters. Or just to have the possibility if necessary for a given scene. Finally it increases the overlap between real time rendering and traditional vfx work flows, getting us closer to better virtual production.

    • @hyeve5319
      @hyeve5319 Před 2 lety

      the intent is to have a general system that "just works" no matter what geometry you throw at it, without you having to do manual optimization of your geometry or other extra work. how and whether developers decide to utilise it for very high quality geometry is an entirely independent choice

  • @prudvi1868
    @prudvi1868 Před rokem

    Yeah. Science!

  • @gamingtemplar9893
    @gamingtemplar9893 Před rokem

    "tech experts" in polycount forums "but this will need gazillion terabyte discs for a game".

  • @FDsagizi
    @FDsagizi Před 2 lety

    Да уж, замороченная получилась фича. С кучей костылей. Интересно будет посмотреть на игры.

  • @scaramcnamara689
    @scaramcnamara689 Před 2 lety +1

    referencing a huge mesh database so you can view it up close sounds to me like you beat euclideon unlimited detail at their own game. epic made it work well but this concept was around a decade ago.

    • @JorgetePanete
      @JorgetePanete Před 2 lety

      well, they started working in nanite 10 years ago or so

    • @jamesnomos8472
      @jamesnomos8472 Před 2 lety

      Sorta but not really. The whole Euclideon thing uses such wildly different representations of geometry (pointclouds, or maybe signed distance fields, I forget), and really never worked well for anything other than the geometry itself.

  • @AluminumHaste
    @AluminumHaste Před 2 lety +2

    "Only falls apart under extreme visibility changes"
    So any first person shooter that's not on consoles lol.
    This method should work well for a controller with a max yaw and pitch rate.
    So either we would have weird graphics glitches or performance would suffer and FPS would drop in extreme viewport changes?

    • @Validole
      @Validole Před 2 lety

      I dunno, maybe it only affects Z-culling, not simply stuff being behind the camera.

    • @hyeve5319
      @hyeve5319 Před 2 lety

      i think performance would be what suffers, but unless you were already pushing your system to the max, it probably wouldn't cause noticeable framedrops. It just means that the rendering occlusion briefly becomes less efficient than if it was using single-pass occlusion

  • @SomunImmersive
    @SomunImmersive Před 2 lety +1

    wizardry

  • @xylvnking
    @xylvnking Před 6 měsíci

    i understood 2% of this but that 2% was crazy

  • @HaeriStudios
    @HaeriStudios Před 2 lety +4

    And then they discovered that they can send that guy to your house, he will disassemble your electric toothbrush, rewrite the firmware on it, and plug it into your GPU so that it squeezes out a few more GPU compute cycles so that they can run a handwritten audio engine in a compute buffer to perform wave tracing for audio sources so that you will get a full Dolby atmos experience.

  • @drumboarder1
    @drumboarder1 Před 2 lety +8

    I worry about file sizes though, games are already ridiculously large, I can't believe I downloaded 150gbs for warzone.. if it used this technology it would be potentially infinite in size

    • @Xyzair
      @Xyzair Před 2 lety

      Sounds like someone found a use case for the cloud~

    • @NoName-zr7rz
      @NoName-zr7rz Před 2 lety +1

      Yeah, no. warzone is massive because Activision deliberately adds bloat every COD release to make it look "bigger" than the one last year.
      I think warzone has raw audio files for every localisation of the game which is most of the bloat

    • @delphicdescant
      @delphicdescant Před 2 lety +3

      @@Xyzair The GPU is supposed to fetch data it needs for the next frame *from the internet*? Your game now runs better depending on internet speed? People with slow internet get ugly LOD pops? That's a terrible use case for the cloud.

    • @drumboarder1
      @drumboarder1 Před 2 lety

      @@NoName-zr7rz GTA 5, RDR2, etc.. There are quite a few games that big..

    • @RealFlicke
      @RealFlicke Před 2 lety +1

      @@NoName-zr7rz Downloading each language file might not be very smart but having raw audio actually can lead to better performance.

  • @brandonwinston
    @brandonwinston Před 2 lety

    Bravo on pushing the envelope forward! Why does Nanite not work on Mac yet?