Megascans Trees: European Hornbeam Nanite performance Unreal Engine 5.1 preview

  Рет қаралды 8,053

AaronFhd

AaronFhd

Күн бұрын

Today we are looking at the new Megascans Trees: European Hornbeam and Nanite Performance in Unreal engine 5.1 preview. Enjoy.
#ue5 #unrealengine #unrealtutorial

Пікірлер: 58
@AaronFhd
@AaronFhd Жыл бұрын
Thanks for watching everyone
@ChillieGaming
@ChillieGaming Жыл бұрын
Which graphics card are you using in this video?
@AaronFhd
@AaronFhd Жыл бұрын
@@ChillieGaming 3080rtx
@GorkaGames
@GorkaGames Жыл бұрын
Great video showcasing nanite trees!
@AaronFhd
@AaronFhd Жыл бұрын
Thanks really appreciate it
@flappybird315
@flappybird315 Жыл бұрын
Thank you for your service to humanity.
@AaronFhd
@AaronFhd Жыл бұрын
👍
@alienrenders
@alienrenders Жыл бұрын
How did I not know those scalability settings existed? I've been looking for ways to tweak performance for two straight days. I'll happily settle for lower quality shadows. Global illumination seems to be the other performance hit. But it makes the trees darker if you change it. Anyways, thanks for this video!
@AaronFhd
@AaronFhd Жыл бұрын
Yah There is a lot in this engine.
@AlessandroSchiassi
@AlessandroSchiassi Жыл бұрын
Great video, thanks! If you press G to go into Game Mode, you gain even more FPS.
@AaronFhd
@AaronFhd Жыл бұрын
Thanks for this. bigger issue me recording 1440p for the vid which hurts the fps.
@AlessandroSchiassi
@AlessandroSchiassi Жыл бұрын
@@AaronFhd I'm familiar! Whenever I record a gameplay video for my game I have to either record in 1440p or lose some frames... on a 3090!
@semmert
@semmert Жыл бұрын
I think the blurring on the trees when it moves is an issue with temporal AA, not with nanites themselves.
@AaronFhd
@AaronFhd Жыл бұрын
Switch the objects from static to movable and it removes the blur
@splashmaker2
@splashmaker2 Жыл бұрын
It would be interesting to see what virtual shadow maps look like and performance compared to these cascade shadow maps.
@AaronFhd
@AaronFhd Жыл бұрын
This was virtual shadows maps. I didn’t switch them over.
@juanmilanese
@juanmilanese Жыл бұрын
Saw somewhere else that apparently WPO kills virtual shadow maps performance because it needs to refresh the cached pages (?) every frame.
@juanmilanese
@juanmilanese Жыл бұрын
point being, even if nanite works on translucent meshes now and accepts world position offset, which is amazing. Virtual Shadows seem to be where the performance bottleneck lies now in trees. Maybe normal shadowmaps work better? they might.
@Roboticgladiator
@Roboticgladiator Жыл бұрын
I had to disable WPO in the textures. The shadow maps were killing the FPS. I also found that the old LOD trees ran about 10fps faster than nanite for the same scene. Of course, nanite doesn't have the LOD popping problem.
@Supreme_Lobster
@Supreme_Lobster Жыл бұрын
you should be enabling "preserve area" for trees with nanite, otherwise youll see the leaves disappear as you move far away
@AaronFhd
@AaronFhd Жыл бұрын
kzbin.info/www/bejne/d6qyfH2sqLdmZpY yes I do that in this video. In the preview version before it was released they didn’t have it.
@Supreme_Lobster
@Supreme_Lobster Жыл бұрын
@@AaronFhd oh yea just realized the vid is a month old hah
@AaronFhd
@AaronFhd Жыл бұрын
@@Supreme_Lobster all good thanks for watching
@DmitryFadeiev
@DmitryFadeiev Жыл бұрын
Hi! Can you help me with my winter foliage issue? When I click the 'winter' button in Material Instanse I need all the leaves to dissapear but some of them turn brown and still remain. What should I do so the only bare branches remain on the trees? 😥
@AaronFhd
@AaronFhd Жыл бұрын
Will have to look as I haven’t tried that
@DmitryFadeiev
@DmitryFadeiev Жыл бұрын
@@AaronFhd Surely everything is in one single unfortunate tick that needs to be removed or put somewhere. But where is it?
@AaronFhd
@AaronFhd Жыл бұрын
@@DmitryFadeiev seems there is a issue. It is in the texture and when you click winter it should remove the leaves. But it is not
@DmitryFadeiev
@DmitryFadeiev Жыл бұрын
@@AaronFhd Yup. Someone posted on the Epic Games forum that this might be a 5.1 issue.
@efsfsesegsgesg8775
@efsfsesegsgesg8775 Жыл бұрын
u can modify shadow quality and stuff with using the side panel dont know how to name it but i dont think u have to enter a command to do it or it is to set it permanently ? because with the option panel its easier
@AaronFhd
@AaronFhd Жыл бұрын
You would have to set this in a blueprint or a config.Ini in the project folder
@efsfsesegsgesg8775
@efsfsesegsgesg8775 Жыл бұрын
@@AaronFhd to make it effective/permanent for ur project ? what the point of the side panel im talking about then it is only for the editor ? im talking about the engine scalability setting to be precise sry im not an expert
@AaronFhd
@AaronFhd Жыл бұрын
@@efsfsesegsgesg8775 if you set it in the editor it will stay at those settings, and will build that way aswell. If you want to change it after you build your project you will have to create a menu to change those settings
@efsfsesegsgesg8775
@efsfsesegsgesg8775 Жыл бұрын
​@@AaronFhd I understand thx didnt know that. And what the diferrence with ur console command ?
@AaronFhd
@AaronFhd Жыл бұрын
@@efsfsesegsgesg8775 Console commands allow you to control it through the UI or blueprints, so for example in fortnite you can set each setting
@djentlemanguitar909
@djentlemanguitar909 Жыл бұрын
Hi nice video! I tried to do exactly the same as you did however when I enable nanite all the textures of the hornbeam trees turn to grey and never goes back to normal... I had this problem with black alders too. Any idea of what is going on?
@AaronFhd
@AaronFhd Жыл бұрын
Did the shaders compile?
@djentlemanguitar909
@djentlemanguitar909 Жыл бұрын
Yup, I waited until the end of course. The mesh is default grey, when I open the materials, they just appear to be fine. I know nanite doesn't support two sided or Masked blend mode so even when I modify the materials the mesh stays grey for ever. And when I disable nanite (exaclty the same process you're doing in the video), it magicly goes back to normal textures.... You can see my problem here (the guy has exactly the same problem I have): kzbin.info/www/bejne/fpa9dWyuoN-fjNU
@AaronFhd
@AaronFhd Жыл бұрын
Also are you in 5.1 preview? if you are in the project settings make sure RHI is set to Directx12 and SM6 is checked
@djentlemanguitar909
@djentlemanguitar909 Жыл бұрын
@@AaronFhd Ha... I'm on 5.0.3. How did you get 5.1 preview? I'm on directx 12 but I was on SM5, let me check when I switch to SM6
@AaronFhd
@AaronFhd Жыл бұрын
@@djentlemanguitar909 foliage does not work in 5.0.3 for nanite. To get 5.1preview in the epic launcher go to unreal engine then click the plus when it shows you the engine version in the dropdown select 5.1 Preview. which is not preview 2
@MrOverDroid
@MrOverDroid Жыл бұрын
I'm facing a heavy performance drop as soon as Nanite is turned on...
@AaronFhd
@AaronFhd Жыл бұрын
Nanite is still heavy and you need a good card to use it. Also make sure virtual shadows are on. As Nanite takes a hit just with regular shadow maps
@FuckSvenskLag
@FuckSvenskLag Жыл бұрын
I can't even import it. UE5 hangs completely when I drag a tree into the level. Any tips? Got a pretty decent build with 24 gb ram, i7, titan x 12 gb (1000 series)
@AaronFhd
@AaronFhd Жыл бұрын
That is weird. Could be something in you nvidia setting that you may need to reset. Also make sure you are latest drvers
@FuckSvenskLag
@FuckSvenskLag Жыл бұрын
@@AaronFhd Thanks, I'll have to try that
@BobRoss-uq2wu
@BobRoss-uq2wu Жыл бұрын
I fixed it by opening the zoo level and waiting for it, then go back and everything works
@flyingroads3498
@flyingroads3498 9 ай бұрын
What about colisión?
@AaronFhd
@AaronFhd 9 ай бұрын
Collisions work just like before
@flyingroads3498
@flyingroads3498 9 ай бұрын
@@AaronFhd so no collision
@AaronFhd
@AaronFhd 9 ай бұрын
@@flyingroads3498 they have collisions Not the best but they have
@flyingroads3498
@flyingroads3498 9 ай бұрын
@@AaronFhd yes I Will use them but as foliage. But need to add collision. I found a way to do ir but don't remember.
@AaronFhd
@AaronFhd 9 ай бұрын
@@flyingroads3498 you can edit the simple painter model and take a look at the collisions
@itscoldcoldwinter
@itscoldcoldwinter Жыл бұрын
Nah this is not to much tress in real life we have more
@AaronFhd
@AaronFhd Жыл бұрын
True but for a game it’s a lot
@itscoldcoldwinter
@itscoldcoldwinter Жыл бұрын
@@AaronFhd COOL
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