Be sure to check out my other Nanite video here: kzbin.info/www/bejne/rGrOqqGLh7yKlas
@saucyboi77892 жыл бұрын
Wowowowowowowowowowowwow wow
@Vemon-e5y2 жыл бұрын
So amazing 🤩🤩🤩🤩🤩🤩🤩 I love it so much 💖
@lb5928 Жыл бұрын
What hardware is this on?
@__username__2 жыл бұрын
My respect to engineers and programmers who constantly optimize processes.
@well.83952 жыл бұрын
@Slome lmao
@adambenk02 жыл бұрын
@Slome 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.
@wunkadurgenfaceball4 ай бұрын
@plasticelephant1969 Its less about putting more on screen than it is allowing asset designers to more quickly create assets for their game.
@danielreed51992 жыл бұрын
You threw 1 million snowballs at an engine and it didn't freeze, impressive
@dqmynator2.0802 жыл бұрын
get out!
@viper3412 жыл бұрын
Lol that's a good one
@betterlifeexe43783 жыл бұрын
next gen vr with nanite support is going to be insane!
@MrFrussel3 жыл бұрын
Haven't even thought about that. But you're right, the increase in detail possible will be a gamechanger!
@betterlifeexe43783 жыл бұрын
@@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.
@boredgunner3 жыл бұрын
Yeah VR needs Nanite BADLY.
@boredgunner3 жыл бұрын
@@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.
@betterlifeexe43783 жыл бұрын
@@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.
@DazeWare3 жыл бұрын
This is quite literally game changing
@cjmixmaster2 жыл бұрын
.......
@milenkopizdic92172 жыл бұрын
@@cjmixmaster ?
@cjmixmaster2 жыл бұрын
@@milenkopizdic9217 we don't like puns where I'm from. They require punishment and ostracization.
@milenkopizdic92172 жыл бұрын
@@cjmixmaster Oh, ok. I'm sorry he offended you that much.
@cjmixmaster2 жыл бұрын
@@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.)
@tomtomkowski76533 жыл бұрын
Artist: How many triangles we can have on the screen? UE5: Yes.
@nathansnail3 жыл бұрын
infinite triangles per pixel
@echofooman27023 жыл бұрын
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
@tomtomkowski76533 жыл бұрын
@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.
@dynamitrex39753 жыл бұрын
@Milen (splicer) Parvanov have u even tried ue5
@maxdefire2 жыл бұрын
@@echofooman2702 Inventor user: "What the hell are triangles?"
@williefr3 жыл бұрын
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 🤩
@johnnypopstar3 жыл бұрын
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)
@anteshell2 жыл бұрын
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.
@anteshell2 жыл бұрын
@@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.
@danielyrovas2 жыл бұрын
@@anteshell mate he was having a dig at you for typing lightning instead of lighting in your comment.
@blu-rae8642 жыл бұрын
Photorealism doesn't make a game good tho.
@unvergebeneid3 жыл бұрын
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.
@schulace3 жыл бұрын
There's an hour-long video by one of the principal engineers about this. Very full of jargon but also quite thorough
@dansirbu56682 жыл бұрын
@@schulace Do you have a link to that video?
@BB_O_992 жыл бұрын
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.
@unvergebeneid2 жыл бұрын
@Nagato is better than Punk Naruto guys, I know it's Nanites. But just dropping that name doesn't explain anything, does it?
@spiderjerusalem85052 жыл бұрын
@@BB_O_99, "major difference" compared to what? What are you talking about?
@TheDro2 жыл бұрын
Never thought I'd be so satisfied seeing all these balls
@lucasimonelli50382 жыл бұрын
That's what she said
@JizzEditzzz2 жыл бұрын
@@lucasimonelli5038 dang it i was gonna say that
@lucasimonelli50382 жыл бұрын
@@JizzEditzzz 😅🤝🏻
@chris-hayes2 жыл бұрын
Nanite is an incredible feature. Even if it has bugs at launch, this is clearly the way 3D engines are headed.
@iconoclasttastic92582 жыл бұрын
I hope not, I'd rather stick with smooth 60fps and lower detail personally.
@mediumplayer12 жыл бұрын
@@iconoclasttastic9258 why though?
@michaellvoltare2 жыл бұрын
@@iconoclasttastic9258 did you watch the video? A million high poly meshes and he said he did not dip below 60.
@iconoclasttastic92582 жыл бұрын
@@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. kzbin.info/www/bejne/n5OZkJZsqtGcgsk
@iconoclasttastic92582 жыл бұрын
@@mediumplayer1 Because to me, higher frame rates make for better gaming experiences than dense geometric detail.
@Nickgowans2 жыл бұрын
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
@joshpage45472 жыл бұрын
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.
@Nickgowans2 жыл бұрын
@@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.
@integralogic3 жыл бұрын
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.
@arkfish3 жыл бұрын
I was actually pretty surprised you only had 50 subscribers with content like this. May the algorithm bless you
@LivelyGeekGames3 жыл бұрын
Thanks for the kind words!
@nipunasudha3 жыл бұрын
Algoritm did bless him, thats how I got here!
@deangrande70023 жыл бұрын
🙌🏼
@PathForger_3 жыл бұрын
666 subscribers as of time of watching... Does that count as a blessing? ^_~
@pinguluk13 жыл бұрын
Hello world from the algorithm
@mnomadvfx3 жыл бұрын
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.
@KaiSoDaM2 жыл бұрын
Yes yes yes yes. I've been waiting years for that tech. For they just disapear into something about VR Museums tech
@AOIU9823 жыл бұрын
Can't wait now we will get actual optimization in UE games
@mindaugasstankus59433 жыл бұрын
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.
@AOIU9823 жыл бұрын
@@mindaugasstankus5943 depression
@oskrm3 жыл бұрын
@@mindaugasstankus5943 That's the thing, you can't
@potolok7773 жыл бұрын
lol no
@priitmolder64753 жыл бұрын
@@mindaugasstankus5943 "you aint using it right"
@silentknife29743 жыл бұрын
Managed to get on my recommended page! Going places bro!
@LivelyGeekGames3 жыл бұрын
Awesome! Thank you!
@haze862 жыл бұрын
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!
@itsdinesh59522 жыл бұрын
3:20 "infact my performance increased" My coffee came out of my nose
@theblowupdollsmusic2 жыл бұрын
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.
@odo4323 жыл бұрын
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.
@mindaugasstankus59433 жыл бұрын
BS sales pitch (Nanite) for some hardware geometry accelerator, co-processor, core, what ever that don't exist in older hardware.
@PhillipAmthor3 жыл бұрын
Yes but also: fuck mobile games and get a game boy color
@chaselewis66303 жыл бұрын
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.
@LtdJorge3 жыл бұрын
@@mindaugasstankus5943 you're just wrong
@jamesnomos84723 жыл бұрын
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.
@eslorex3 ай бұрын
You should compare it with the LOD system and the overdraw difference.
@DARK_AMBIGUOUS Жыл бұрын
So basically it automatically does LOD's? And at 2:37 it's showing the level of detail changing?
@C_Corpze2 жыл бұрын
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.
@Dezomm3 жыл бұрын
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)
@WafflesIsTheStuff2 жыл бұрын
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.
@WafflesIsTheStuff2 жыл бұрын
@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.
@devskoll2 жыл бұрын
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.
@iau2 жыл бұрын
So basically Nanite does what I thought game engines had been doing for years
@prateekpanwar6462 жыл бұрын
Same, I didn't thought people would be manually making models for each LOD
@zedsdeadbaby2 жыл бұрын
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.
@TheObeyWeegee2 жыл бұрын
@@zedsdeadbaby The biggest example of that is most of Valve's games especially Half-Life 2 and Team Fortress 2.
@RiceWitch-dingus-400 Жыл бұрын
@@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!
@skratboarddingus88192 жыл бұрын
I could literally feel the frames come back in my soul after hitting apply ☺️
@davidsirmons2 жыл бұрын
You know, when I worked at Epic in late 2003 to early 2005, working on UT2k4, James Golding once told me he predicted that, one day, rendering engines would probably be fast enough to use polygons (triangles) the size of pixels, and that map data might just be stored vertex info, per vertex. I of course didn't believe him, having been a 3d modeler and texture artist for years prior, but he was right on the first part of his prediction. Jesus...seeing this engine, it almost makes me want to get back into game dev.
@TomasPetkevicius943 жыл бұрын
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.
@PhillipAmthor3 жыл бұрын
Neo that was the wrong pill. Im literally dying over here!!!!
@Alphashow73 жыл бұрын
And you were right : kzbin.info/www/bejne/jYaTmKmGmMhmoLM
@TomasPetkevicius943 жыл бұрын
@@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!
@ryzeonline3 жыл бұрын
Incredible overview and test of an incredible new tech. Thank you for this.
@Piterixos2 жыл бұрын
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.
@spydergs072 жыл бұрын
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.
@eclecticgamer51443 жыл бұрын
Jaw Dropping. The quality of games this opens up is just... Unreal. :P
@MBKill3rCat2 жыл бұрын
This is very impressive stuff. I considerably underestimated the impact of Nanite.
@m96k3y73 жыл бұрын
This is absolutely insane... It truly is a great time to get into UE.
@alucard07123 жыл бұрын
unbelievable and yet so simple in it's idea I remember Gran Turismo 6 did something like that on PS3
@D4G132 жыл бұрын
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.
@NUCLEARxREDACTED3 жыл бұрын
This is super impressive, I'm excited to see what people do with this.
@TimoBirnschein2 жыл бұрын
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.
@LivelyGeekGames2 жыл бұрын
I made another video using different meshes here: kzbin.info/www/bejne/rGrOqqGLh7yKlas
@felpzdev3 жыл бұрын
And... The UE guys just solved all the problems related on comments and showed It on Matrix Tech demo, amazing
@MrYoungfly13 жыл бұрын
Holy Crud man. This is impressive.
@PRiMETECHAU3 жыл бұрын
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.
@iconoclasttastic92583 жыл бұрын
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.
@PRiMETECHAU3 жыл бұрын
@@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.
@iconoclasttastic92583 жыл бұрын
@@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.
@PRiMETECHAU3 жыл бұрын
@@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.
@relaxandlearn79962 жыл бұрын
So we have 8k Textures and more polygons we ever need for photo-realism in an game, now we need good performance for physics when it must show masses of it, than we need full destruction like in an voxel engine with nanite enabled and at last, we need real physics for water,fire,wind,gravity,gas and so on..... some physics today are just visual tricks
@Linkario862 жыл бұрын
This will make games look insane. I couldn't believe it when I first tried it
@vora3002 жыл бұрын
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.
@gwentarinokripperinolkjdsf6832 жыл бұрын
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
@vora3002 жыл бұрын
@@gwentarinokripperinolkjdsf683 yeah nanite does this but far better
@DarkSpaceStudios3 жыл бұрын
Great example of how powerful Nanite is!
@What-ez6im2 ай бұрын
you can procedurally generate meshes instead of making them by hand. that way you can have as many LOD models as you want by adjusting a few params. if you want the final LOD can be handmade to show detail
@What-ez6im2 ай бұрын
also LOD models will always be faster then using nanite since nanite requires extra processing in real time to check the amount of detail each object needs instead of just using a draw distance LOD
@Ferodra Жыл бұрын
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
@tylerbeaumont2 жыл бұрын
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
@fuzzypanda16842 жыл бұрын
More videos like this please! So sayeth the panda.
@4n0nym0u52 жыл бұрын
Nanite is truly next-gen in gaming. I can't wait to see it utilized by developers. What a time to be alive!!
@maxtroy2 жыл бұрын
Hold on to your papers
@fluffycritter2 жыл бұрын
Honestly I’m amazed at the performance it was getting before Nanite. Afterwards, it’s just…. unreal
@cyjm77283 жыл бұрын
That’s amazing man! Thank you for this👍🏽👍🏽👍🏽
@tkain613 жыл бұрын
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.
@santitabnavascues86733 жыл бұрын
Ask them to start using mesh shaders for LODs, that's all what it takes
@Zeriel002 жыл бұрын
Stop being a pleb and learn UE. Unity is not even on the same league anymore if you want to do 3D
@patrlim2 жыл бұрын
This + fsr will make games run so well
@Bloodlinedev3 жыл бұрын
Unity profusely sweating in the background
@ciixo85103 жыл бұрын
Well AAA isn't unity's priority so i doubt it
@thevanillatoast3 жыл бұрын
@@ciixo8510 le 🧂
@tiemanowo2 жыл бұрын
Yes. It is impresive but only few people talks about it's limitations. Nanite can be used ONLY for static objects. No moving parts, No changing geometry etc.
@kvmairforce2 жыл бұрын
Most things in game don't move, environment is a major part in games, but that leave more resources for things that do move.
@tiemanowo2 жыл бұрын
@@kvmairforce Well it depends of the game type. In games like "FarCry" almost everyting is moving: grass, trees, animals, bushes, water ... everything is constantly moving. But I can agree that in games like TombRaider in caves most things is stationary.
@winni5553 жыл бұрын
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!
@LivelyGeekGames3 жыл бұрын
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.
@TheiLame3 жыл бұрын
@@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)
@introspectiver17873 жыл бұрын
Wonderful content! I'm glad to have stumbled on this.
@LivelyGeekGames3 жыл бұрын
Thanks!
@leonardofraga51303 жыл бұрын
I'm a Unity guys, I have no experience with Unreal... Now I want to. God, it seems unbelievable, really.
@dany0803 жыл бұрын
Keep up the good work man, great and fun video! :D
@LivelyGeekGames3 жыл бұрын
Thanks, will do!
@TerkanTyr3 жыл бұрын
This looks absolutely revolutionary. Is it really true that tri limits are gone for good?
@snaileri3 жыл бұрын
Definitely not. You can't build moving stretching meshes (i.e. character animations) with Nanite. Only static environments.
@TerkanTyr3 жыл бұрын
@@snaileri That's an interesting limitation, that would mean you couldn't use this for trees and grass animated with the wind like in Valheim. Can you easily have a Nanite environment (dealing with stone, dirt, steel and glass) and then fill that environment with lower-detail "live environment"-props for greenery?
@LivelyGeekGames3 жыл бұрын
You can still use non-nanite meshes for characters, foliage, and other meshes that don't work with nanite, it doesn't need to be all or nothing. This is what they did in the UE5 demo project.
@id_NaN3 жыл бұрын
@@LivelyGeekGames couldnt you just throw a vertex shader on the triangles after nanite processed them(if it allows it) to make animated grass/trees?
@LivelyGeekGames3 жыл бұрын
@@id_NaN I don't think Nanite supports vertex shading yet, but I have not tried it.
@voidn8333 жыл бұрын
Great video mate! Subbed.
@LivelyGeekGames3 жыл бұрын
Much appreciated!
@Vitaliuz3 жыл бұрын
"It just works." Except that it really does.
@donhuanito69713 жыл бұрын
Can you imagine big companies with machinery they have to build games with this ? it's going to be insane..
@TheRocky32112 жыл бұрын
nanite reminds me of Euclideon's unlimited detail tech demo from 2011
@FourDozenEggs2 жыл бұрын
Nanite is incredible. I love that I'm alive to witness this leap in video game tech.
@cajintexas77512 жыл бұрын
Looking forward to your Xtreme Snowball Warfare game.
@thorhammer71533 жыл бұрын
Can't wait too. This will really go well with my next project.
@Lardzor3 жыл бұрын
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.
@LivelyGeekGames3 жыл бұрын
Haha, yeah. Definitely a bit of overdraw happening there.
@TorQueMoD2 жыл бұрын
I can't wait till Epic cracks how to get Nanite functioning on all meshes including skeletal mesh actors.
@ElMafioso213 жыл бұрын
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
@LivelyGeekGames3 жыл бұрын
Thanks for the kind words! And for the sub!
@culpritdesign3 жыл бұрын
This is content I need in my life. Subscribed.
@LivelyGeekGames3 жыл бұрын
Thanks!
@michelveraliot2 жыл бұрын
I remember 2 year ago when starting my new York and importing it on unity, i was lagging the hell out no matters how hard i Try to optimize the 300 000 objects and most of them where not even detailled.... I just told to myself : darn it i wish there's was something to import such huge map without having problems and having 60 fps... And now it happened
@Grumpy_old_Boot2 жыл бұрын
Have you tried it ?
@michelveraliot2 жыл бұрын
@@Grumpy_old_Boot Nope my PC seems to hate UE5 and my gpu overheat when it start to open the engine i have weird issue with UE5 and it make me sad but one day i will try that again
@Grumpy_old_Boot2 жыл бұрын
@@michelveraliot Oh, that's sad. I take it your PC is beefy enough to run it ?
@michelveraliot2 жыл бұрын
@@Grumpy_old_Boot well it's beefy but old i guess that's the problem, i have 1070 I7 6700k the best of 2016 still hold up but i don't want to make it overheat too much and UE5 seems to hate my computer for some reasons even if i saw some peoples with the same spec running unreal engine
@Grumpy_old_Boot2 жыл бұрын
@@michelveraliot Hey, I have the 6700K CPU too ! 😁 I have it paired up with 32 GB of ram and a GTX 1660 super and a 1TB SSD I think the new UE5 engine likes graphics cards with RTX the best. So both of us are too old. 🤣
@Knightfire662 жыл бұрын
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...
@Not_Salman Жыл бұрын
This video is beautiful @LivelyGeekGames. Absolutely beautiful. Keep Doing more videos please. 10/10
@Kayserjp2 жыл бұрын
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?
@LivelyGeekGames2 жыл бұрын
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/
@damaomiX2 жыл бұрын
The fact that there are One million objects in the scene itself is already amazing (without ECS).
@darkwoodmovies2 жыл бұрын
That's hella dope. Finally we can get next-gen graphics despite the hardware companies slacking for the past decade.
@VlikeInMewe2 жыл бұрын
I dont know what rock you’ve been living under, but the advances in discrete computer parts have been astounding. Especially in the pc space
@davidsirmons2 жыл бұрын
"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?"
@tiagotiagot2 жыл бұрын
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?
@LivelyGeekGames2 жыл бұрын
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.
@theob17122 жыл бұрын
Next Gen games are about to become insane.
@m4r_art2 жыл бұрын
I think it will probably have issues if you place a fully textured model with many texture maps. It will probably reach a limit, I'm talking a model with transpadency, caustics, displacement. It would be logical for it to have a lower FPS.
@lordcarrot53552 жыл бұрын
really high quality video
@BB_O_992 жыл бұрын
Simple fact, nanite can render 20 mi triangles per screen if I remember correctly, so you can put trillions of polygons 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 nine can display 2x times triangles about the pixel count of the screen, so you never going to see major difference anyway.
@LivelyGeekGames2 жыл бұрын
Yeah, ideally it can cull down all possible geometry to have at most 1 triangle per pixel. It does an amazing job at quickly culling out unneeded clusters and triangles to render each frame. I even tested up to almost 1 trillion triangles in a world with another test, and it still performed quite well.
@BB_O_992 жыл бұрын
@@LivelyGeekGames Yes, also how is done to avoiding mesh distortions, different than old decimation systems.
@MarcV_IndieGameDev3 жыл бұрын
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.
@LivelyGeekGames3 жыл бұрын
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.
@outlander2343 жыл бұрын
@@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.
@coleshores3 жыл бұрын
I believe that this tech was what John Carmack had in mind for IDTech 6.
@SHIVAM.M.S3 жыл бұрын
Great video looking forward to see more 💯
@LivelyGeekGames3 жыл бұрын
Thanks, I appreciate the feedback!
@alb8573 Жыл бұрын
Interesting how the unwraping and texturing pipelines will changes.
@RealDral2 жыл бұрын
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?
@LivelyGeekGames2 жыл бұрын
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.
@TheBrownGaming3 жыл бұрын
I actually really like this channel dawg, I gave you that subscribe, unreal engine 5 is somethin anit it
@LivelyGeekGames3 жыл бұрын
Thanks, I appreciate it! Yeah, UE5 is pretty amazing.
@etaashmathamsetty73992 жыл бұрын
imagine showing this to someone in 2019
@martin.dls19043 жыл бұрын
THIS IS AWESOME MAN!😍😍❤❤❤❤
@martinkingdon6699 Жыл бұрын
Thanks for teaching me how nanite works
@DeadEagleUE3 жыл бұрын
Great video buddy keep it up :)
@LivelyGeekGames3 жыл бұрын
Thanks!
@robinmoreno762 жыл бұрын
The 1 million player battles will be epic!
@LivelyGeekGames2 жыл бұрын
Hah, now we just need game servers that could handle that many!
@grandassassin41353 жыл бұрын
I always wanted to see a giant motherboard with billions of triangles
@parmindernangla2 жыл бұрын
Quixel brought the new megascan tree assets. Does it work with nanite?
@Sebal0072 жыл бұрын
can you compare bot situations (nanite on/off) with instancing enabled? Your first run with nanite off was with instancing disabled, right?
@LivelyGeekGames2 жыл бұрын
I tested this in a followup video here: kzbin.info/www/bejne/rGrOqqGLh7yKlas
@Sebal0072 жыл бұрын
@@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 :)
@v.syndication2 жыл бұрын
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?
@LivelyGeekGames2 жыл бұрын
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: kzbin.info/www/bejne/rGrOqqGLh7yKlas
@TheMentalgen3 жыл бұрын
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.
@LivelyGeekGames3 жыл бұрын
It's actually just a stock acoustic song included with Final Cut Pro (which I edit my videos in).
@TheMentalgen3 жыл бұрын
@@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