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How Good is Nanite in Unreal Engine 5? 

Lively Geek
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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
Getting Started in Unreal Engine - learn.unrealengine.com/home/L...
Unreal 5 Documentation - docs.unrealengine.com/5.0/en-US/

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23 июл 2024

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Комментарии : 760   
@LivelyGeekGames
@LivelyGeekGames 2 года назад
Be sure to check out my other Nanite video here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-v9kynURWW_I.html
@saucyboi7789
@saucyboi7789 2 года назад
Wowowowowowowowowowowwow wow
@user-ry9fc1vw7m
@user-ry9fc1vw7m 2 года назад
So amazing 🤩🤩🤩🤩🤩🤩🤩 I love it so much 💖
@lb5928
@lb5928 Год назад
What hardware is this on?
@__username__
@__username__ 2 года назад
My respect to engineers and programmers who constantly optimize processes.
@plasticelephant1969
@plasticelephant1969 2 года назад
so that we can spam a billion rocks around carelessly
@well.8395
@well.8395 Год назад
@@plasticelephant1969 lmao
@adambenk0
@adambenk0 Год назад
@@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.
@danielreed5199
@danielreed5199 2 года назад
You threw 1 million snowballs at an engine and it didn't freeze, impressive
@dqmynator2.080
@dqmynator2.080 2 года назад
get out!
@viper341
@viper341 2 года назад
Lol that's a good one
@DazeWare
@DazeWare 2 года назад
This is quite literally game changing
@cjmixmaster
@cjmixmaster 2 года назад
.......
@milenkopizdic9217
@milenkopizdic9217 2 года назад
@@cjmixmaster ?
@cjmixmaster
@cjmixmaster 2 года назад
@@milenkopizdic9217 we don't like puns where I'm from. They require punishment and ostracization.
@milenkopizdic9217
@milenkopizdic9217 2 года назад
@@cjmixmaster Oh, ok. I'm sorry he offended you that much.
@cjmixmaster
@cjmixmaster 2 года назад
@@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.)
@betterlifeexe4378
@betterlifeexe4378 2 года назад
next gen vr with nanite support is going to be insane!
@MrFrussel
@MrFrussel 2 года назад
Haven't even thought about that. But you're right, the increase in detail possible will be a gamechanger!
@betterlifeexe4378
@betterlifeexe4378 2 года назад
@@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.
@boredgunner
@boredgunner 2 года назад
Yeah VR needs Nanite BADLY.
@boredgunner
@boredgunner 2 года назад
@@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.
@betterlifeexe4378
@betterlifeexe4378 2 года назад
@@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.
@tomtomkowski7653
@tomtomkowski7653 2 года назад
Artist: How many triangles we can have on the screen? UE5: Yes.
@nathansnail
@nathansnail 2 года назад
infinite triangles per pixel
@echofooman2702
@echofooman2702 2 года назад
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
@tomtomkowski7653
@tomtomkowski7653 2 года назад
@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.
@dynamitrex3975
@dynamitrex3975 2 года назад
​@Milen (splicer) Parvanov have u even tried ue5
@maxdefire
@maxdefire 2 года назад
@@echofooman2702 Inventor user: "What the hell are triangles?"
@williefr
@williefr 2 года назад
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 🤩
@johnnypopstar
@johnnypopstar 2 года назад
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)
@anteshell
@anteshell 2 года назад
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.
@anteshell
@anteshell 2 года назад
​@@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.
@danielyrovas
@danielyrovas 2 года назад
@@anteshell mate he was having a dig at you for typing lightning instead of lighting in your comment.
@blu-rae864
@blu-rae864 2 года назад
Photorealism doesn't make a game good tho.
@unvergebeneid
@unvergebeneid 2 года назад
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.
@alexschulace724
@alexschulace724 2 года назад
There's an hour-long video by one of the principal engineers about this. Very full of jargon but also quite thorough
@dansirbu5668
@dansirbu5668 2 года назад
@@alexschulace724 Do you have a link to that video?
@BB_O_99
@BB_O_99 2 года назад
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.
@unvergebeneid
@unvergebeneid 2 года назад
@Nagato is better than Punk Naruto guys, I know it's Nanites. But just dropping that name doesn't explain anything, does it?
@spiderjerusalem8505
@spiderjerusalem8505 Год назад
@@BB_O_99, "major difference" compared to what? What are you talking about?
@chris-hayes
@chris-hayes 2 года назад
Nanite is an incredible feature. Even if it has bugs at launch, this is clearly the way 3D engines are headed.
@iconoclasttastic9258
@iconoclasttastic9258 2 года назад
I hope not, I'd rather stick with smooth 60fps and lower detail personally.
@mediumplayer1
@mediumplayer1 2 года назад
@@iconoclasttastic9258 why though?
@michaellvoltare
@michaellvoltare 2 года назад
@@iconoclasttastic9258 did you watch the video? A million high poly meshes and he said he did not dip below 60.
@iconoclasttastic9258
@iconoclasttastic9258 2 года назад
@@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. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ib6_c6uliLg.html
@iconoclasttastic9258
@iconoclasttastic9258 2 года назад
@@mediumplayer1 Because to me, higher frame rates make for better gaming experiences than dense geometric detail.
@Nickgowans
@Nickgowans 2 года назад
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
@joshpage4547
@joshpage4547 2 года назад
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.
@Nickgowans
@Nickgowans 2 года назад
@@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.
@TheDro
@TheDro 2 года назад
Never thought I'd be so satisfied seeing all these balls
@lucasimonelli5038
@lucasimonelli5038 2 года назад
That's what she said
@JizzEditzzz
@JizzEditzzz 2 года назад
@@lucasimonelli5038 dang it i was gonna say that
@lucasimonelli5038
@lucasimonelli5038 2 года назад
@@JizzEditzzz 😅🤝🏻
@arkfish
@arkfish 2 года назад
I was actually pretty surprised you only had 50 subscribers with content like this. May the algorithm bless you
@LivelyGeekGames
@LivelyGeekGames 2 года назад
Thanks for the kind words!
@nipunasudha
@nipunasudha 2 года назад
Algoritm did bless him, thats how I got here!
@deangrande7002
@deangrande7002 2 года назад
🙌🏼
@PathForger_
@PathForger_ 2 года назад
666 subscribers as of time of watching... Does that count as a blessing? ^_~
@pinguluk1
@pinguluk1 2 года назад
Hello world from the algorithm
@mnomadvfx
@mnomadvfx 2 года назад
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.
@KaiSoDaM
@KaiSoDaM 2 года назад
Yes yes yes yes. I've been waiting years for that tech. For they just disapear into something about VR Museums tech
@integralogic
@integralogic 2 года назад
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.
@AOIU982
@AOIU982 2 года назад
Can't wait now we will get actual optimization in UE games
@mindaugasstankus5943
@mindaugasstankus5943 2 года назад
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.
@AOIU982
@AOIU982 2 года назад
@@mindaugasstankus5943 depression
@oskrm
@oskrm 2 года назад
@@mindaugasstankus5943 That's the thing, you can't
@potolok777
@potolok777 2 года назад
lol no
@priitmolder6475
@priitmolder6475 2 года назад
@@mindaugasstankus5943 "you aint using it right"
@haze86
@haze86 2 года назад
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!
@silentknife2974
@silentknife2974 2 года назад
Managed to get on my recommended page! Going places bro!
@LivelyGeekGames
@LivelyGeekGames 2 года назад
Awesome! Thank you!
@Bloodlinedev
@Bloodlinedev 2 года назад
Unity profusely sweating in the background
@ciixo8510
@ciixo8510 2 года назад
Well AAA isn't unity's priority so i doubt it
@thevanillatoast
@thevanillatoast 2 года назад
@@ciixo8510 le 🧂
@cyjm7728
@cyjm7728 2 года назад
That’s amazing man! Thank you for this👍🏽👍🏽👍🏽
@ryzeonline
@ryzeonline 2 года назад
Incredible overview and test of an incredible new tech. Thank you for this.
@winni555
@winni555 2 года назад
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!
@LivelyGeekGames
@LivelyGeekGames 2 года назад
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.
@TheiLame
@TheiLame 2 года назад
@@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)
@dany080
@dany080 2 года назад
Keep up the good work man, great and fun video! :D
@LivelyGeekGames
@LivelyGeekGames 2 года назад
Thanks, will do!
@C_Corpze
@C_Corpze 2 года назад
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.
@introspectiver1787
@introspectiver1787 2 года назад
Wonderful content! I'm glad to have stumbled on this.
@LivelyGeekGames
@LivelyGeekGames 2 года назад
Thanks!
@skratboarddingus8819
@skratboarddingus8819 2 года назад
I could literally feel the frames come back in my soul after hitting apply ☺️
@devskoll
@devskoll 2 года назад
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.
@NUCLEARxREDACTED
@NUCLEARxREDACTED 2 года назад
This is super impressive, I'm excited to see what people do with this.
@thorhammer7153
@thorhammer7153 2 года назад
Can't wait too. This will really go well with my next project.
@ElMafioso21
@ElMafioso21 2 года назад
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
@LivelyGeekGames
@LivelyGeekGames 2 года назад
Thanks for the kind words! And for the sub!
@odo432
@odo432 2 года назад
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.
@mindaugasstankus5943
@mindaugasstankus5943 2 года назад
BS sales pitch (Nanite) for some hardware geometry accelerator, co-processor, core, what ever that don't exist in older hardware.
@PhillipAmthor
@PhillipAmthor 2 года назад
Yes but also: fuck mobile games and get a game boy color
@chaselewis6630
@chaselewis6630 2 года назад
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.
@LtdJorge
@LtdJorge 2 года назад
@@mindaugasstankus5943 you're just wrong
@jamesnomos8472
@jamesnomos8472 2 года назад
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.
@voidn833
@voidn833 2 года назад
Great video mate! Subbed.
@LivelyGeekGames
@LivelyGeekGames 2 года назад
Much appreciated!
@WafflesIsTheStuff
@WafflesIsTheStuff 2 года назад
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.
@WafflesIsTheStuff
@WafflesIsTheStuff 2 года назад
@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.
@iau
@iau 2 года назад
So basically Nanite does what I thought game engines had been doing for years
@prateekpanwar646
@prateekpanwar646 2 года назад
Same, I didn't thought people would be manually making models for each LOD
@zedsdeadbaby
@zedsdeadbaby 2 года назад
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.
@TheObeyWeegee
@TheObeyWeegee 2 года назад
@@zedsdeadbaby The biggest example of that is most of Valve's games especially Half-Life 2 and Team Fortress 2.
@RiceWitch-dingus-400
@RiceWitch-dingus-400 10 месяцев назад
@@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!
@SHIVAM.M.S
@SHIVAM.M.S 2 года назад
Great video looking forward to see more 💯
@LivelyGeekGames
@LivelyGeekGames 2 года назад
Thanks, I appreciate the feedback!
@Dezomm
@Dezomm 2 года назад
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)
@theblowupdollsmusic
@theblowupdollsmusic 2 года назад
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.
@TomasPetkevicius94
@TomasPetkevicius94 2 года назад
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.
@PhillipAmthor
@PhillipAmthor 2 года назад
Neo that was the wrong pill. Im literally dying over here!!!!
@Alphashow7
@Alphashow7 2 года назад
And you were right : ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-WU0gvPcc3jQ.html
@TomasPetkevicius94
@TomasPetkevicius94 2 года назад
@@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!
@alucard0712
@alucard0712 2 года назад
unbelievable and yet so simple in it's idea I remember Gran Turismo 6 did something like that on PS3
@Linkario86
@Linkario86 2 года назад
This will make games look insane. I couldn't believe it when I first tried it
@MBKill3rCat
@MBKill3rCat 2 года назад
This is very impressive stuff. I considerably underestimated the impact of Nanite.
@culpritdesign
@culpritdesign 2 года назад
This is content I need in my life. Subscribed.
@LivelyGeekGames
@LivelyGeekGames 2 года назад
Thanks!
@martinkingdon6699
@martinkingdon6699 Год назад
Thanks for teaching me how nanite works
@martin.dls1904
@martin.dls1904 2 года назад
THIS IS AWESOME MAN!😍😍❤❤❤❤
@m96k3y7
@m96k3y7 2 года назад
This is absolutely insane... It truly is a great time to get into UE.
@FrostyBud777
@FrostyBud777 2 года назад
Very good, Thank you!!!
@DeadEagleUE
@DeadEagleUE 2 года назад
Great video buddy keep it up :)
@LivelyGeekGames
@LivelyGeekGames 2 года назад
Thanks!
@fbu795
@fbu795 2 года назад
Very cool, Thank you
@lordcarrot5355
@lordcarrot5355 2 года назад
really high quality video
@dukeabigor8617
@dukeabigor8617 2 года назад
This is just amazing!
@JohnnyX68
@JohnnyX68 Год назад
Thanks for this Video!
@tkain61
@tkain61 2 года назад
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.
@santitabnavascues8673
@santitabnavascues8673 2 года назад
Ask them to start using mesh shaders for LODs, that's all what it takes
@Zeriel00
@Zeriel00 2 года назад
Stop being a pleb and learn UE. Unity is not even on the same league anymore if you want to do 3D
@TimoBirnschein
@TimoBirnschein 2 года назад
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.
@LivelyGeekGames
@LivelyGeekGames 2 года назад
I made another video using different meshes here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-v9kynURWW_I.html
@patrlim
@patrlim 2 года назад
This + fsr will make games run so well
@vora300
@vora300 2 года назад
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.
@gwentarinokripperinolkjdsf683
@gwentarinokripperinolkjdsf683 2 года назад
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
@vora300
@vora300 2 года назад
@@gwentarinokripperinolkjdsf683 yeah nanite does this but far better
@D4G13
@D4G13 2 года назад
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.
@robinmoreno76
@robinmoreno76 2 года назад
The 1 million player battles will be epic!
@LivelyGeekGames
@LivelyGeekGames 2 года назад
Hah, now we just need game servers that could handle that many!
@Piterixos
@Piterixos 2 года назад
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.
@spydergs07
@spydergs07 2 года назад
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.
@eclecticgamer5144
@eclecticgamer5144 2 года назад
Jaw Dropping. The quality of games this opens up is just... Unreal. :P
@sinekonata
@sinekonata 6 месяцев назад
Best explanation so far.
@4n0nym0u5
@4n0nym0u5 2 года назад
Nanite is truly next-gen in gaming. I can't wait to see it utilized by developers. What a time to be alive!!
@maxtroy
@maxtroy 2 года назад
Hold on to your papers
@FourDozenEggs
@FourDozenEggs Год назад
Nanite is incredible. I love that I'm alive to witness this leap in video game tech.
@cajintexas7751
@cajintexas7751 2 года назад
Looking forward to your Xtreme Snowball Warfare game.
@Ferodra
@Ferodra Год назад
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
@donhuanito6971
@donhuanito6971 2 года назад
Can you imagine big companies with machinery they have to build games with this ? it's going to be insane..
@felpzdev
@felpzdev 2 года назад
And... The UE guys just solved all the problems related on comments and showed It on Matrix Tech demo, amazing
@Lardzor
@Lardzor 2 года назад
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.
@LivelyGeekGames
@LivelyGeekGames 2 года назад
Haha, yeah. Definitely a bit of overdraw happening there.
@FRACTUREDVISIONmusic
@FRACTUREDVISIONmusic 2 года назад
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.
@nou5440
@nou5440 2 года назад
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
@Luftbubblan
@Luftbubblan 2 года назад
Wow, cool stuff!
@itsdinesh5952
@itsdinesh5952 Год назад
3:20 "infact my performance increased" My coffee came out of my nose
@davidsirmons
@davidsirmons 2 года назад
"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?"
@TorQueMoD
@TorQueMoD 2 года назад
I can't wait till Epic cracks how to get Nanite functioning on all meshes including skeletal mesh actors.
@Not_Salman
@Not_Salman 11 месяцев назад
This video is beautiful @LivelyGeekGames. Absolutely beautiful. Keep Doing more videos please. 10/10
@MrYoungfly1
@MrYoungfly1 2 года назад
Holy Crud man. This is impressive.
@PRiMETECHAU
@PRiMETECHAU 2 года назад
Yeah and there are people saying nanite and lumen changes nothing and isn't revolutionary. This is basically a functional version of Unlimited Detail tech dudes but people can get their hands on and is less limited.
@iconoclasttastic9258
@iconoclasttastic9258 2 года назад
There's nothing particularly impressive about rendering instances of the same model as the data is already in memory but I understand how it looks. The truth is = if this were ten thousand different objects each with this geometric density - that would be impressive.
@PRiMETECHAU
@PRiMETECHAU 2 года назад
@@iconoclasttastic9258 It's impressive because almost no other graphics engine has done capitalized on this stuff. Also its doing more then copy pasting objects in memory, its doing DYNAMIC LOD... that is pretty awesome.
@iconoclasttastic9258
@iconoclasttastic9258 2 года назад
@@PRiMETECHAU Real time LOD has been around since the early 2000's. Again - this is impressive tech don't get me wrong, but when you understand the technology and code behind it, this isn't a particularly impressive demo.
@PRiMETECHAU
@PRiMETECHAU 2 года назад
@@iconoclasttastic9258 I don't think you understand the technology here. This requires only 1 high detail poly from the artist, not 3 or more to suit a LOD system that switches out models depending on distance.
@TheRocky3211
@TheRocky3211 2 года назад
nanite reminds me of Euclideon's unlimited detail tech demo from 2011
@Kayserjp
@Kayserjp 2 года назад
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?
@LivelyGeekGames
@LivelyGeekGames 2 года назад
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/
@DarkSpaceStudios
@DarkSpaceStudios 2 года назад
Great example of how powerful Nanite is!
@TheBrownGaming
@TheBrownGaming 2 года назад
I actually really like this channel dawg, I gave you that subscribe, unreal engine 5 is somethin anit it
@LivelyGeekGames
@LivelyGeekGames 2 года назад
Thanks, I appreciate it! Yeah, UE5 is pretty amazing.
@RealDral
@RealDral 2 года назад
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?
@LivelyGeekGames
@LivelyGeekGames 2 года назад
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.
@TiagoTiagoT
@TiagoTiagoT 2 года назад
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?
@LivelyGeekGames
@LivelyGeekGames 2 года назад
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.
@StrengthScholar0
@StrengthScholar0 Год назад
This will actually be a quantum leap Forward in battle sim games like total war.
@handiputra
@handiputra 2 года назад
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
@LivelyGeekGames
@LivelyGeekGames 2 года назад
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
@kashgarinn
@kashgarinn 2 года назад
What happens if you change the opacity and use shaders on the balls? Does changing them into ice impact performance?
@MarcV_IndieGameDev
@MarcV_IndieGameDev 2 года назад
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.
@LivelyGeekGames
@LivelyGeekGames 2 года назад
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.
@outlander234
@outlander234 2 года назад
@@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.
@Epic-pf8od
@Epic-pf8od 2 года назад
Omg wow, this is amazing
@cmarkme
@cmarkme 2 года назад
Nanite for VR.? Can't wait to see that
@tylerbeaumont
@tylerbeaumont 2 года назад
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
@coleshores
@coleshores 2 года назад
I believe that this tech was what John Carmack had in mind for IDTech 6.
@2prize
@2prize 2 года назад
i need nanite in every game now
@parmindernangla
@parmindernangla 2 года назад
Quixel brought the new megascan tree assets. Does it work with nanite?
@grandassassin4135
@grandassassin4135 2 года назад
I always wanted to see a giant motherboard with billions of triangles
@v.syndication
@v.syndication 2 года назад
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?
@LivelyGeekGames
@LivelyGeekGames 2 года назад
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: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-v9kynURWW_I.html
@theob1712
@theob1712 2 года назад
Next Gen games are about to become insane.
@ZeroKingHD
@ZeroKingHD 2 года назад
good video keep it up ;D
@LivelyGeekGames
@LivelyGeekGames 2 года назад
Thanks, will do!
@Sebal007
@Sebal007 2 года назад
can you compare bot situations (nanite on/off) with instancing enabled? Your first run with nanite off was with instancing disabled, right?
@LivelyGeekGames
@LivelyGeekGames 2 года назад
I tested this in a followup video here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-v9kynURWW_I.html
@Sebal007
@Sebal007 2 года назад
@@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 :)
@tomsterbg8130
@tomsterbg8130 2 года назад
As we saw it's distance based, so what if you make all those snow balls in a very close proximity?
@Vitaliuz
@Vitaliuz 2 года назад
"It just works." Except that it really does.
@alb8573
@alb8573 Год назад
Interesting how the unwraping and texturing pipelines will changes.
@Knightfire66
@Knightfire66 2 года назад
thats pure magic for me... to the genious guy who came up with that: thank you bro! I just wish that we could use that with raytracing...
@DARK_AMBIGUOUS
@DARK_AMBIGUOUS Год назад
So basically it automatically does LOD's? And at 2:37 it's showing the level of detail changing?
@PixelShade
@PixelShade 2 года назад
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)
@LivelyGeekGames
@LivelyGeekGames 2 года назад
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/
@PixelShade
@PixelShade 2 года назад
@@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.
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