UE5 Nanite is Magic - Unreal Engine 5 breaking the bounds of graphics

  Рет қаралды 77,100

Marvel Master

Marvel Master

Күн бұрын

Short realtime showcase of what Unreal Engine 5 Nanite can do and it appears to be magic
Video was captured on Workstation with 50mbit@60fps while streaming content to my laptop via parsec.
Workstation specs.:
Rtx 3080
64gb ram
I9 7960x
Special thx to my Patrons:
Malte Dittman
JP Lee
Masana Pawlan
/ marvelmaster

Пікірлер: 526
@widrolo
@widrolo 3 жыл бұрын
"9 fps? lol how bad haha......... holy shit he just enabled nanite"
@HaCh3_
@HaCh3_ 3 жыл бұрын
I just got hard baited :D
@AgeofJP
@AgeofJP 3 жыл бұрын
I was so dumb thinking it was activated from the beginning and was unimpressed...then he hovered over the the menu-option saying "Nanite > enable" and from there on I was uncontrollably smiling through the rest of the video, realising *this is magic*
@remphey
@remphey 3 жыл бұрын
where, I can't find it
@theostachowiak2283
@theostachowiak2283 3 жыл бұрын
@@remphey 4:00
@IPpainting
@IPpainting 3 жыл бұрын
You can also see it in the beginning when the static mesh is opened. In the sidebar there is also a Nanite option to enable above LOD settings
@theostachowiak2283
@theostachowiak2283 3 жыл бұрын
@@IPpainting yeah at 1:36
@mashonoid
@mashonoid 3 жыл бұрын
Same happened with me
@peterfranzi643
@peterfranzi643 3 жыл бұрын
they would've burned witches and wizards back in the day lmfao
@pureheroin9902
@pureheroin9902 3 жыл бұрын
We still can
@staviq
@staviq 3 жыл бұрын
People: It can't be done, it's just too much to ask. UE5: Hold my VRam.
@kebrus
@kebrus 3 жыл бұрын
to be fair, in terms of VRAM this represents a single object only, if every one of those objects was a different one it would require VRAM for each one of them, eventually you'd run of out memory and the performance would decrease not because of the rendering but because of the VRAM/RAM. If this technology becomes popular you can expect that (V)RAM and disk space becomes increasingly more important for gaming
@papermillgames
@papermillgames 3 жыл бұрын
This looks amazing!
@Navhkrin
@Navhkrin 3 жыл бұрын
@@kebrus Disk space not a problem for Nanite. Copy pasting my other comment Asset size is not a problem with Nanite. A 1.5 million poly asset takes only 20mb on disk in Nanite format. This is because Nanite does not need to have normal maps or multiple LoD's stored in disk. And Nanite comes with its own proprietary compression algorithm. VRAM is a problem a bit, I did run out of VRAM when experimenting with UE5 on GTX 1080 which caused TERRIBLE stutters.
@kebrus
@kebrus 3 жыл бұрын
@@Navhkrin the amount of space the asset occupies in your disk is not the same as the final build. A 20 mb texture for example compresses really well into just a few kb depending on the compression used, GPU also support some texture compressed formats. The same can't be said for meshes. While they can also be compressed devs usually refrain from it because it produces too many visual artifacts so they don't compress that well. Just because you save a single normal map, which btw already compresses really well, does not mean it directly compensates for the increase of mesh data. And we aren't counting with extra data that may be needed like vertex colors, normals, tangents etc. I'm certain epic did a great job at their special compression algorithm, but there are no miracles
@saloooki2
@saloooki2 3 жыл бұрын
You can drag and drop assets without downloading them, you'll see a preview initially before they do a full background download.
@MarvelMaster
@MarvelMaster 3 жыл бұрын
Looks like a lot to learn on the new engine ^^
@goosemr.
@goosemr. 3 жыл бұрын
people with low-mid end graphic card: *intensive happiness*
@akzork
@akzork 3 жыл бұрын
you need RTX for this I think
@resonance-cascade
@resonance-cascade 3 жыл бұрын
@@akzork you don't. not even lumen requires RTX. research before talking shit
@akzork
@akzork 3 жыл бұрын
@@resonance-cascade wow chill I was just saying. You must be having a bad day.
@AlFredo-sx2yy
@AlFredo-sx2yy 3 жыл бұрын
@@akzork you must be having a hard time using that thing between your ears.
@ipotrick6686
@ipotrick6686 3 жыл бұрын
@@akzork its the internet bro, dont be bothered by them
@crown9413
@crown9413 3 жыл бұрын
Looks like the new bottleneck is going to be memory. Valley of the ancient is over 100 gb and that's just one small scene imagine how big an entire game like that is gonna be.
@VerniMain
@VerniMain 3 жыл бұрын
The scene is not small tho.
@geforcetweety5688
@geforcetweety5688 3 жыл бұрын
I mean it's easier to get 1TB SSD than new gen CPU or GPU.And cheaper.
@matth3601
@matth3601 3 жыл бұрын
The scene is pretty big but the assets are reused a lot. Someone posted a packaged version of that and it was only about 22gb.
@TheZenytram
@TheZenytram 3 жыл бұрын
the map is ginormous, only the play area is relative small
@madhavan_raja
@madhavan_raja 3 жыл бұрын
@@matth3601 do you know where the packaged version is uploaded? I'd like to check it out...
@rhad333
@rhad333 3 жыл бұрын
Now this is truly NEXTGEN ! But I suspect, having so many assets with that many poly count it's gonna weigh really hard on memory and space. So my guess is there will be some classic optimization done by game devs in terms of polycount to reduce size. If not, prepare for 10TB COD games lol.
@ruslandad365
@ruslandad365 3 жыл бұрын
The '640K' quote won't go away
@falkreon
@falkreon 3 жыл бұрын
Yeah, mesh shaders are going to change everything, but mostly game install sizes
@Navhkrin
@Navhkrin 3 жыл бұрын
Asset size is not a problem with Nanite. A 1.5 million poly asset takes only 20mb on disk in Nanite format. This is because Nanite does not need to have normal maps or multiple LoD's stored in disk. And Nanite comes with its own proprietary compression algorithm.
@falkreon
@falkreon 3 жыл бұрын
@@Navhkrin A simple counterexample: The Bust of Nefertiti, the official scan, compressed, is 223MB for a 48cm tall limestone and stucco statuette. Of that the bare uncompressed geometry is 850MB. In spite of what you think, Nanite needs to generate a series of LoD meshes from this, and those can't be generated on the fly (note the pause when you load/enable a new Nanite asset). So those are stored as well. So you tell me, how much smaller can you get nefertiti, as a complete mip chain, and then we can talk apples to apples about game install sizes after Nanite.
@chancemcclendon3906
@chancemcclendon3906 3 жыл бұрын
@@falkreon I mean thats the whole point is it doesn't have to create LODS. its downscailing on the fly so its just one single LOD0 quality mesh. so yeah it will optimize the Nefertiti bust. same shit as a 2 million poly bust from zbrush
@brianmarkowitz
@brianmarkowitz 3 жыл бұрын
When he enables nanite "Jesus christ, its Jason Bourne..."
@FlammingtonStudios
@FlammingtonStudios 3 жыл бұрын
"Millions of Tris will tank performance...." Epic just straight up said "How bout not though?"
@GameDevAraz
@GameDevAraz 3 жыл бұрын
They Played The Reverse Card lol, This Is TRULY Ground Breaking
@GameDevAraz
@GameDevAraz 3 жыл бұрын
Imagine If They Do Something Similar On Mobile, BRU!
@johnhauge2178
@johnhauge2178 3 жыл бұрын
Yea it's really impressive. Especially useful for real-time movie production. For games it can become an issue with file size, but with clever re-use of assets etc it's might not be that taxing on file size anyway since you won't need 5 versions of the same mesh for LOD's. Time will show :D
@NickTheSickDick
@NickTheSickDick 3 жыл бұрын
@@johnhauge2178 you could maybe save a decent bit of space by relying on displacement maps instead of storing the whole high res geometry.
@johnhauge2178
@johnhauge2178 3 жыл бұрын
@@NickTheSickDick yea, can't see the use for having sculpts with millions of tris necessary at any point. So having a optimized mesh is still necessary, Would need a certain amount of polys to make the displacement map work too though.
@Xperto_
@Xperto_ 3 жыл бұрын
truly mind blowing, this is a game changer
@user-lh1ef1st9k
@user-lh1ef1st9k 3 жыл бұрын
Yes your mind is blown up 😂
@A-Duck
@A-Duck 3 жыл бұрын
Both literally and figuratively a game changer
@sinisterjoke2887
@sinisterjoke2887 3 жыл бұрын
It's not a game changer.... It's a game maker 😁
@Kholanee
@Kholanee 3 жыл бұрын
I see what you did there
@embjohnzae6859
@embjohnzae6859 3 жыл бұрын
Literally
@jamesoloughlin
@jamesoloughlin 3 жыл бұрын
Choice in music is both exquisite and appropriate. Feel like Alex DeLarge listening to Beethoven.
@brainwashedzebra
@brainwashedzebra 3 жыл бұрын
What the hell is this? I thought pornography was banned on KZbin?
@nec8050
@nec8050 3 жыл бұрын
This is insane but RIP hard drive space I think...
@fathinmedia6340
@fathinmedia6340 3 жыл бұрын
that's what i thought too
@TheCodeDealer
@TheCodeDealer 3 жыл бұрын
Yes RIP disk space, I was experimenting earlier, the disk space is insane
@ShawnPhillips2007
@ShawnPhillips2007 3 жыл бұрын
Not really. Mesh files are typically much smaller then high res Texture files, Plus if a scene has hundreds of the same model it isn't saving hundreds of the same mesh file on the Drive, It is calling from one mesh file and duplicating it across the scene. 50 Million polygons for a single character model like the golem thing in the latest Unreal demo is complete overkill. Final Fantasy 7 Remake characters already look great with just 50 Thousand polys.
@fathinmedia6340
@fathinmedia6340 3 жыл бұрын
@@ShawnPhillips2007 then why that empty game is hundred gig ?
@nec8050
@nec8050 3 жыл бұрын
@@ShawnPhillips2007 True. The texture file sizes are insane and we don't need 50 million per character or asset I know they will optimize this. It is just concerning with games like COD not even utilizing this technology and are at 150gb+.
@4aLse
@4aLse 3 жыл бұрын
unreal 5 is literally a game changer, can’t wait to see devs use this new technology in new games
@henryjohnson-ville3834
@henryjohnson-ville3834 3 жыл бұрын
We need more VR games made from Unreal 5!! Boneworks, Lone Echo and Half-Life Alyx spoiled me. 😁😁
@ironmr_mental4023
@ironmr_mental4023 3 жыл бұрын
@@henryjohnson-ville3834 yeah they are currently developing the vr version of ue5 so hopefully it will be great
@Navhkrin
@Navhkrin 3 жыл бұрын
@@ironmr_mental4023 To be more specific, they are working on VR support for Nanite, they aren't developing "VR version of UE5"
@henryjohnson-ville3834
@henryjohnson-ville3834 3 жыл бұрын
@@Navhkrin That is so freaking awesome to hear!! The only thing now is for a talented development team to make a game. I have so much ideas for this one VR Super Human game I wanna make but need 10+ million to develop. 😅 K!lling them terrorists, drug dealers, human-trafficking rings and corrupt politicians/police all with a storyline.
@ImperialFiber
@ImperialFiber 3 жыл бұрын
As a wise man once said, "Mother of god".
@mapelsiroup5604
@mapelsiroup5604 3 жыл бұрын
wow 128M polygons at almost no cost this is incredible
@cagefury3789
@cagefury3789 3 жыл бұрын
You seem to have missed the second part of the video. It was almost 2 billion. He started with 128M before he turned on Nanite and then duplicated that 15 times.
@mapelsiroup5604
@mapelsiroup5604 3 жыл бұрын
@@cagefury3789 yeah i wrote the thing when i was halfway in the video but i was too lazy to modify the comment hehe
@redsky5440
@redsky5440 3 жыл бұрын
Well it was just over 5M after enabling nanite so of course you get high performance
@cagefury3789
@cagefury3789 3 жыл бұрын
@@redsky5440 Well yes, of course it's only rendering 5M at that LOD, but the impressive part is that it's still keeping track of those billions of polygons and choosing when/how to add/remove/combine them for the final image at any given distance with no visible artifacts and relatively low overhead.
@AlFredo-sx2yy
@AlFredo-sx2yy 3 жыл бұрын
@@cagefury3789 not only that but it automatically generates those LODs, 3D artists dont have to model LODs anymore, its all fucking automatic now, only needing the highest quality assets... Its fucking amazing.
@beszaid9245
@beszaid9245 3 жыл бұрын
Here is my like just for the music.
@doop00
@doop00 3 жыл бұрын
It truly is magic.
@AKThem06
@AKThem06 3 жыл бұрын
love your music choice my dude
@Suge212
@Suge212 3 жыл бұрын
Due to memory bottleneck, I'd imagine most developers will still try to optimize using normal maps etc. Nantie will shine in allowing artists not to have to spend as much time on the low poly side of things. Great for making in engine cut scenes as well. I can't see developers creating games that are 200gb or higher though. You'd need a new drive for every new game that comes out.
@Rachel-96
@Rachel-96 3 жыл бұрын
Newer consoles are able to compress game file sizes massively in comparsion to last gen not mention how much game devs are able to compress file sizes. for example Killzone: Shadowfall was originally going to be 200-400gb but was compressed down to 40gb
@hannayapelekai1628
@hannayapelekai1628 3 жыл бұрын
@SpyShadow28 1 gbps? holy shit I didn't even know that's a thing. I thought the most you can get is like, 100-200 mbps
@Ryutix
@Ryutix 3 жыл бұрын
It will be the return of physical copies lol. you just order a drive that has the game on it
@israelpaterno8353
@israelpaterno8353 3 жыл бұрын
I don't really think that storage is going to be a problem by the time the games really hit the market though... This next gen of micro SD cards are at the tb rates already, for SSDs starting to get a serious growth is not off sight.
@Navhkrin
@Navhkrin 3 жыл бұрын
There is no memory bottleneck. Nanite meshes are using proprietary encoding, they are actually much lighter than you think.
@xenolit3027
@xenolit3027 3 жыл бұрын
Seems like chia was not enough to kill hard drives, now there is ue5. 😂
@ruslandad365
@ruslandad365 3 жыл бұрын
the weight of my ZBrush asset is - 1.2 gb The weight of my source code is - 40.0 kb
@UncertainIllusion
@UncertainIllusion 3 жыл бұрын
Holy fuck! My jaw just dropped. That was basically 2 BILLION tris running at 120fps! Obviously optimised by Nanite, but still. 2 BILLION!!! 😱🤯
@alexjr977
@alexjr977 3 жыл бұрын
OMG Nanite is Insane
@Vivi_Strike
@Vivi_Strike 3 жыл бұрын
from 10 fps to 120, if this isn't considered a new generation and evolution in graphic rendering I don't know what is.
@ZephrusPrime
@ZephrusPrime 3 жыл бұрын
I cried and laughed at the same time.
@cocasurfboards
@cocasurfboards 3 жыл бұрын
5:34 North Korean Parade Joking aside, this tech is worderful!!! Truly mind blowing! 😮😮😮
@Falcon52
@Falcon52 3 жыл бұрын
wow... good bye low poly crappy games, it was good while it lasted!
@LNYuiko
@LNYuiko 3 жыл бұрын
the music is perfect
@herrpredator4307
@herrpredator4307 3 жыл бұрын
I came for Nanite but i stayed for the *music*
@gandeldalf
@gandeldalf 3 жыл бұрын
same
@ATWStudios
@ATWStudios 3 жыл бұрын
The 11 dislikes were from those who didn't wait till the end to see that Nanite wasn't even enabled till 4:00
@gustavolrcoelho
@gustavolrcoelho 3 жыл бұрын
Those dislikes are from Unity developers
@Oozaru85
@Oozaru85 3 жыл бұрын
Ah, sadly this won't help in lush forest environments tho...
@Riddle_wright
@Riddle_wright 3 жыл бұрын
What are your specs?
@gwdyce5877
@gwdyce5877 3 жыл бұрын
probably rtx 3000 series, otherwise it is impossible to have 120fps on the default scene
@MarvelMaster
@MarvelMaster 3 жыл бұрын
3080
@GordonSeal
@GordonSeal 3 жыл бұрын
Sorry but this is a bad video. All you did is multiply a mesh 3000 times, Nanite is not going to do anything magical here, you get the same fps with instanced static meshes. Nanite is ONLY really useful for high-poly environmental static meshes, which is exactly what is was build for. Furthermore, this is going to be a huge headache for 3D artists, because creating objects with millions of polys is not easy and every texture software available will choke when creating textures for such high poly objects. And let's not forget the filesize, the demo map alone is over 100GB, imagine how large a full game will be. Nanite is only really useful for big studios, like film, automotive and archviz, who don't care about filesize or hardware power required.
@MarvelMaster
@MarvelMaster 3 жыл бұрын
No
@djoudi98
@djoudi98 3 жыл бұрын
This made me cry actually, what an amazing time we live in !
@Backup439
@Backup439 3 жыл бұрын
This is true magic.. Now I have hope for my laptop 😃
@zevac
@zevac 3 жыл бұрын
so now pubg has no excuse to run like ass
@Vartazian360
@Vartazian360 3 жыл бұрын
So at the end it only showed 5M polygons even though you duplicated that crap like 15x... so it is dynamically deleting the unused polygons of the objects in the distance?
@lpnp9477
@lpnp9477 3 жыл бұрын
Not deleting, scaling then to be 1:1 with the pixels then just not sending the rest to the gpu
@Vartazian360
@Vartazian360 3 жыл бұрын
@@pezz0tti lol rip hard drives then. that sucker will die fast from so many writes and read :D Amazing tech..so its literally always streaming data of the nanite stuff while you move the camera around... crazy
@childofconvienience
@childofconvienience 3 жыл бұрын
I am curious how narnite compares to regularly made LODs.
@sujimayne
@sujimayne 3 жыл бұрын
Better overall because it creates different LOD models dynamically at much tighter increments.
@lespetitesmorts2855
@lespetitesmorts2855 3 жыл бұрын
the increments are pixel-based, thats why its so efficient and smooth and the same time.
@fenfire3824
@fenfire3824 3 жыл бұрын
It is crazy. A new graphics revolution. With this i have new hopes for 4-8k VR in the future.
@eclairesrhapsodos5496
@eclairesrhapsodos5496 3 жыл бұрын
At high resolution it be giving less optimizations and might not give any boost of performance at all, 8k at least. But if use DLSS 4k to 8k it might be nice, especially with temporal supersampling (not very exited it still blurs like good old TAA and temporal upsampling).
@fenfire3824
@fenfire3824 3 жыл бұрын
​@@eclairesrhapsodos5496 I just tested the UE5 Demo Content myself but i only have a 1070 and the description sais, 1080 is minimum requirement. So i am glad it worked at all. But wow, i still was surprised.I mean, it didn't run well. Of course it does not run perfectly with 1070 and i have to be honest, the new engine realy requires alot horsepower if you want to benefit from it as much as possible. But i don't see a huge problem with it. I mean if starting developing with ue5 now, and developing a game which will be available in 3-5 years i see no problem. Yet, how do the ps5 or the new xbox gonna benefit from it? I don't think they will be powerful enough. I cannot imagine many games coming out with all features turned on. Maybe in a few years.
@DrakZhull
@DrakZhull 3 жыл бұрын
Now we just need a new generation of drives with 1PB capacity and 1GB/s internet connection to effectively use this.
@TheButtDr
@TheButtDr 3 жыл бұрын
not so. nanite uses it own proprietary mesh and compression format. nanite meshes are actually significantly smaller on disk than the same model without nanite. docs.unrealengine.com/5.0/en-US/RenderingFeatures/Nanite/
@DrakZhull
@DrakZhull 3 жыл бұрын
@@TheButtDr I know. However that is the packaged version AFTER compression. Unless Zbrush, Autodesk and other companies with similar software will implement nanite as a form of export option we will still be stuck with the huge innial files during development.
@Sapphew
@Sapphew 3 жыл бұрын
i think using such meshes for the whole world will still lead you to 20-30 fps max which is not ok for pc gaming.
@armondtanz
@armondtanz 3 жыл бұрын
this is ran in UE5 editor. it is a hell of a lot slower than a fully optimized game
@lpnp9477
@lpnp9477 3 жыл бұрын
More like 40-50. Still not the best but there is still room for improvement of nanite and lumen
@tekniko8213
@tekniko8213 3 жыл бұрын
But can it run Crysis?
@DJVipFlash
@DJVipFlash 3 жыл бұрын
I guess that's the end for low poly games lol
@eclairesrhapsodos5496
@eclairesrhapsodos5496 3 жыл бұрын
Be cool if it be adaptively subdividing it to restore details and save memory...
@ZerofeverOfficial
@ZerofeverOfficial 3 жыл бұрын
Selecting it as "Nanite" before you grab it off of Bridge, ive been missing this part. Thank You!!!
@RpgBlasterRpg
@RpgBlasterRpg 3 жыл бұрын
UE4 : Im too weak! pls! don't kill me! pls! UE5 with Nanite : POWER!!! UNLIMITED--- POWWWEEERRRRRRRRRR!!!!!
@albinoameise
@albinoameise 3 жыл бұрын
I have the feeling that there are a lot more 200+gb games coming... For artists this is great, but disk capacity of the users is a huge limit
@biomechanism1
@biomechanism1 3 жыл бұрын
Hey man it wont be that bad. You can take a look at old Nintendo games and how developers have saved space in these game cartridges. I bet we can figure something out
@albinoameise
@albinoameise 3 жыл бұрын
yes sure, but then they won't look as good. At least with the technology we use right now, when we store the assets as meshes, you mathematically can't compress up to a certain point without loss and after compression you often also have problems restoring the information fast enough to read it in real time from disk to load it into a game. To have those amazing visuals, either cloud gaming needs to be working better or we need a completely new technology to render things. Maybe neural radiance fields are a step in that direction, but time will tell :) For now I'll stay with average looking games that fit on my disk :D
@AlFredo-sx2yy
@AlFredo-sx2yy 3 жыл бұрын
@@albinoameise back in the day they used a full cartridge for one single game... nowadays we're gonna be using a full drive for a game lmao.
@biomechanism1
@biomechanism1 3 жыл бұрын
@@albinoameise well you don't have to compress everything to hell haha. We will find a trick or two like the 8 bit console developers did. The glass half full :D
@mrlight2702
@mrlight2702 3 жыл бұрын
Wow 😳 that's insane
@gustavolrcoelho
@gustavolrcoelho 3 жыл бұрын
F for Unity
@rinkaemina
@rinkaemina 3 жыл бұрын
MY GOD..... Now i can spawn million coins of gold for treasure immersion :')
@Nos7algiK
@Nos7algiK 3 жыл бұрын
Nanite reminds me so much of Unlimited Detail/Rendering from Euclideon we say years ago.
@zedsdeadbaby
@zedsdeadbaby 3 жыл бұрын
that's absolutely insane. from 9fps to 120+ when nanite is enabled, and there's no visual difference whatsoever
@Navhkrin
@Navhkrin 3 жыл бұрын
Visual error of Nanite is 1 pixel per triangle max. Tweakable by developers, in practice, I experimented heavily with UE5 and could not notice any visual difference noticeable to human eye.
@oelx0
@oelx0 3 жыл бұрын
wtf
@mardeusz_pl
@mardeusz_pl 3 жыл бұрын
And after that you know one think: Game in 2021: ~40-120 gb Game in 2026: ~120-500 gb Game in 2031: ~500-.... God, pls, bless our memory hard drives... P.S - And Graphic Cards too...
@gauravmishra5998
@gauravmishra5998 3 жыл бұрын
How heavy scene can you make UE5- Yes 😂😂 .. oh man.. those shitty stuffs I had to do to reduce polygons...
@felipealbuquerque6309
@felipealbuquerque6309 3 жыл бұрын
Looks like unoptimized geo is no longer a problem?
@tatecheddar
@tatecheddar 3 жыл бұрын
Just tried it with VR. It's buggy and glitchy, but it totally works. Smooth framerate and all the detail is there. I can't flippin wait for this to fully roll out. EDIT: I figure I should make note that I did nearly the same thing here only with a Japanese statue. 648 Million polys in the scene. EDIT2: I should also mention that the glitches are bad enough that it isn't usable right now like models flickering and disappearing in only one eye, but I bet this will work fully eventually.
@kennethverhoeven3972
@kennethverhoeven3972 3 жыл бұрын
thats freaking awesome, i wanted to try myself but i havent had the time for it yet
@kazioo2
@kazioo2 3 жыл бұрын
This comment is wrong. *Nanite doesn't work in VR yet.*
@tatecheddar
@tatecheddar 3 жыл бұрын
@@kazioo2 Did you even read it? YES IT DOES, but it has glitches. That doesn't mean it works right, but to an extent, it does work. I loaded it up in my Oculus Quest 2 Myself!
@MonsterJuiced
@MonsterJuiced 3 жыл бұрын
This is all Cyberpunk needed
@ishitrealbad3039
@ishitrealbad3039 3 жыл бұрын
cyberpunk would still be shit with nanite.
@MonsterJuiced
@MonsterJuiced 3 жыл бұрын
@@ishitrealbad3039 Cyberpunk is actually a brilliant game though..
@repkins
@repkins 3 жыл бұрын
I wonder how much lag it causes moving back and forth to nanite objects?
@nou4898
@nou4898 3 жыл бұрын
or *colliding* with them
@repkins
@repkins 3 жыл бұрын
@@nou4898 From what I understood, it's only about meshes visually. And for collision visual meshes not being used to detect, but rather separate collision hulls.
@TheChromePoet
@TheChromePoet 3 жыл бұрын
Can someone tell me why this new technology is not on CNN, NBC, NAT GEO, BBC NEWS, AUSTRALIAN NEWS, SKYPE, TWITTER, and ALJAZEERA ?!?
@pixelkiller67
@pixelkiller67 3 жыл бұрын
Imagine a game like no man sky with that
@____uncompetative
@____uncompetative 3 жыл бұрын
What do you mean?
@SirB3ast
@SirB3ast 3 жыл бұрын
This IS truly amazing, almost looks like witchcraft but I don't wanna see games size in future skyrocket to few TB of disk space..
@itselliexoxx
@itselliexoxx 3 жыл бұрын
Hopefully in the future we can have hard drives with petabyte storage and terabyte storage with be the new gigabyte and so on so it will all work out, it’s just a matter of time
@SirB3ast
@SirB3ast 3 жыл бұрын
@@itselliexoxx Don't get me wrong, I can't wait to see what people can do in film/game industry with this. But I really hope technology follows for a average Joe and is affordable..
@GabrielDalposso
@GabrielDalposso 3 жыл бұрын
That's some fine music you got there.
@rekindledphoenix
@rekindledphoenix 3 жыл бұрын
While having dynamic lod shaders with just one button press is convenient, it's nothing new. Isn't the "nanite" tech just borrowed from amplify's imposter / voxel shader? Capture meshes from different angles, render as voxel/sprite data. Tada, now it can be done in any engine.
@whatadamnusername
@whatadamnusername 3 жыл бұрын
Music is the overture to Orpheus in the Underworld by Jacques Offenbach. Funnily enough, this video doesn't include the end section of it, the famous can-can.
@lucasalmeida240
@lucasalmeida240 3 жыл бұрын
Nice! Nanite only work on static or character too ?
@armondtanz
@armondtanz 3 жыл бұрын
On the demo everything is nanite APART from the character....
@joshtownsend3455
@joshtownsend3455 3 жыл бұрын
From my understanding, Nanite only currently works on Static Meshes and Static Mesh Instances. But the demo shows a way to implement Nanite on Skeletal Meshes -building the character by attaching the Static Meshes to the giant character's Skeletal Mesh.
@lpnp9477
@lpnp9477 3 жыл бұрын
Yep static meshes only for now, though the static meshes don't have to be static scene objects. You can move them, just not deform them. Skeletal meshes are on the roadmap for nanite.
@Bu11sEyes
@Bu11sEyes 3 жыл бұрын
showing that it can show that many polygons is one thing, but that is without the complex AI etc and many other factors. often its not really the details of the game that slows it down, its badly written code or because of limits of the engine in terms of multi threading. its impressive but kinda useless.
@Avrelivs_Gold
@Avrelivs_Gold 3 жыл бұрын
I see you have a new technology for PC here... It means one thing... Time to re-release GTA 5... for old consoles and mobile devices
@HeinousAnusOG
@HeinousAnusOG 3 жыл бұрын
so; can we apply Nanite to any asset we have? or do they have to be this particular type of asset from MegaScans in order to achieve the ultra-high poly-count and sexy frames?
@DeadManRising36
@DeadManRising36 3 жыл бұрын
alright we have ultra realistic graphics! Now we need the AI behavior...
@SairentoHiruGuy
@SairentoHiruGuy 3 жыл бұрын
Cry Engine 3 can do something like this, but he don’t have optimization mechanisms. And when on scene we have 100+ million polygons- +-5 FPS
@IronFreee
@IronFreee 3 жыл бұрын
While Unity focus on gender identity, UE finds a way to have more resolution than ever with less work. To each his priorities...
@fuzzman02
@fuzzman02 3 жыл бұрын
My god I was wondering what was wrong. I was like “optimized my ass” while my pc was breaking after placing 10 assets. Thanks for this!
@Enderplays12
@Enderplays12 3 жыл бұрын
The engineers that did this. What the hell. You should get a raise proportional to the performance gains. What the hell.
@yashwanthcb
@yashwanthcb 3 жыл бұрын
isn't it similar to instanced rendering? and we heard DX12 and Vulkan already removed draw calls bottleneck early ago??
@eclairesrhapsodos5496
@eclairesrhapsodos5496 3 жыл бұрын
DX12 just use LOD better with "mesh shading" and its gonna crash if you put so much detail. It is instanced placement but technology is way much better, I especially love huge map loading in realtime, without loading level - like it just drawing only needed clusters/collections nearby. Loading screens is no more lol maybe.....
@utkarshjha9547
@utkarshjha9547 3 жыл бұрын
@@eclairesrhapsodos5496 wasn't there some NVDIA's Mesh shader that did this?
@eclairesrhapsodos5496
@eclairesrhapsodos5496 3 жыл бұрын
@@utkarshjha9547 Mesh shading its Nvidia mesh shader
@GameDevSaiTejVejju
@GameDevSaiTejVejju 3 жыл бұрын
Thanks for that nanite enable option man. Yesterday, I was suffering from lag when I used three same nanite quality assets. Thanks again 😀
@colox97
@colox97 3 жыл бұрын
i hope this LOD hype gets translated to an expansion in the rendering of minecraft chunks, like FarPlaneTwo already does
@GeneralKenobi69420
@GeneralKenobi69420 3 жыл бұрын
Now I'd be really curious to see the CPU and SSD usage graph in the task manager looked like...
@dresnyd
@dresnyd 3 жыл бұрын
Yes but maybe next time add different models to prevent any sort of instancing...?
@weok-doing-things
@weok-doing-things 3 жыл бұрын
I HAD TO STAND UP AND GO FOR BACKCLAPPING WHEN U TURNED ON NANITE AND IT WAS BACK TO 120FPS OMG :D
@dannyvfilms
@dannyvfilms 3 жыл бұрын
If someone rebuilds Supreme Commander in UE5 I can die happy.
@Chibiin
@Chibiin 3 жыл бұрын
thats a lot of lanterns :o
@maomifr
@maomifr 3 жыл бұрын
This has nothing about with UE5. You can do the same with UE4.
@MarcoCapelli74
@MarcoCapelli74 3 жыл бұрын
Many thanks Fortnite kids and their parent's credit cards.
@aphermion
@aphermion 3 жыл бұрын
Well, the best thing (imo) is that the average indie dev and mid-sized studio who make their own assets, get the benefits of nanite while not needing next gen hardware. Your average zBrush mesh isn't that high poly (unless you're a masochist, but even then I don't think zBrush can handle it, not sure, never tried). Also, skeletal meshes are not being processed by nanite (yet), so those will stay a factor for now. But yeah, I like the approach of letting the engine do the heavy lifting while the artist can focus on creating. (It's a bit ironic in that regard, since they push quixel a lot... and using 3rd party assets isn't necessarily what I'd call artistic, but maybe that's just me)
@Junior_G_Silva
@Junior_G_Silva 3 жыл бұрын
I think that Nanite is good for photogrammetry and pre made assets cuz you dont have to manually optimize it, but if you're making an environment or prop in a DCC tool it would need the same asset workflow, sculpt then, decimate, retopo, uv etc, you cant unwrap or texture a million+ polygons mesh(ZBrush doesnt even exports high res meshes), the great thing is that you dont have to worry about LODs etc, but the current asset workflow is still needed, things such as foliage or any dynamic object it wont work.
@dud5606
@dud5606 3 жыл бұрын
This and DLSS are fucking revolutionary.
@evolutionxbox
@evolutionxbox 3 жыл бұрын
so that unlimited detail people from about 10 years ago were right?!
@anficyon
@anficyon 3 жыл бұрын
maybe with more objects with diferent materials will be look more real
@QUANT_PAPA
@QUANT_PAPA 3 жыл бұрын
120fps LEL wtf is going on XD
@xplodwild
@xplodwild 3 жыл бұрын
UE caps at twice the refresh rate by default if I remember correctly
@urigeheadmot1196
@urigeheadmot1196 3 жыл бұрын
5:15 literally the Matrix when Morpheus loads the weapons.
@ruiyingwang
@ruiyingwang 3 жыл бұрын
applaud the Marvellous technology and the Marvellous storytelling techniques
@cattiestsage1386
@cattiestsage1386 3 жыл бұрын
DLSS 2.0 and nanite is absolute witchcraft
@kenneth7239
@kenneth7239 3 жыл бұрын
orders of magnitude, orders of fucking magnitude indeed.
@TheChromePoet
@TheChromePoet 3 жыл бұрын
Computer: This isn't natural Unreal Nanite: 😏
@Ccodebits
@Ccodebits 3 жыл бұрын
Is this just euclidean's tech with Epics twist on it?
@lpnp9477
@lpnp9477 3 жыл бұрын
No. Euclidean was selling bullshit. It was a concept based on point clouds. Epic's implementation is application of mesh rendering techniques.
@utkarshjha9547
@utkarshjha9547 3 жыл бұрын
can someone tell me if this is what NVIDA's mesh shader does?
@GamiumGamers
@GamiumGamers 3 жыл бұрын
dude, this is fine and all. Nanite is amazing but u running an RTX 3080 xD
@MarvelMaster
@MarvelMaster 3 жыл бұрын
Ps5 can run it too...
@gilmarHZ
@gilmarHZ 3 жыл бұрын
My notebook has GTX 1050 and the FPS was high with millions of polygons, Nanite is magic.
@gandeldalf
@gandeldalf 3 жыл бұрын
there are videos about it with gtx 1060 and it's amazing basically on any GPU
@BigChiken44
@BigChiken44 3 жыл бұрын
Polygon amount is not that impressive (you could achieve that with LODs), but DRAW CALLS! WOW! You can have dozens of thousands of different objects on screen and nanite will handle draw calls
@ishitrealbad3039
@ishitrealbad3039 3 жыл бұрын
Problem with LODs is memory and loadtime. But yes that it handles drawcalls is just insane.
@kazioo2
@kazioo2 3 жыл бұрын
Wrong. Draw calls aren't impressive. Instancing the same model infinite times with 1 draw call is a widely used trick for decades. The billions of triangles are the impressive part.
@unknown-hj4gh
@unknown-hj4gh 3 жыл бұрын
Hope your gonna upload more video like this, haha!
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