I dl'd it. Took like 8 hours because I live in a rural area and lol @ US internet infrastructure. So far it's just UE4 with a new UI. I can't seem to find how to do nanite stuff. I imported a ~12M polygon mesh which took a few minutes to load but it never did the magic nanite stuff. It definitely did not like that many polygons. I assume there's some kind of plugin or something coming down the line for that later. Also there's no documentation that I can find.
If you read through the documentation it is very revealing. Nanite + Lumen both look like .... they were built for a quite targetted set of content, rather than being highly generalized solutions. It'll be interesting to see how the technology develops.
Seems to me like it could be part of Epics push into Film & TV. Make it so those teams don't have to radically alter their asset production to make use of real-time rendering.
So how does the pipeline for modeling work with Unreal 5? Do we no longer need to make a low poly model? If not how do we UV unwrap a high poly model?
The sample project doesn't run too well even on beefy machines though. Nanite is certainly useful, but I realized that lumen for people who already owns an rtx cards, is not too interesting. Especially given that currently it runs worse than dxr ray tracing and its lower quality too.
Updates/fixes for 4.x are pretty much going to be non-existent now based on what I heard in some (very good) training I took part in recently so presumably it's an official line. This is a shame since there's a number of things still borked in 4.x but it does rather suggest 5 isn't far off.
First, there is a content creator (happy as i'm) playing with this engine already and just put 300 billion tris assets on screen, it runs with no problem, as it did with 30 million. So first conclusion "not infinite polys" should be at least "not infinite polys in all situations" also the word "infinite" or "unlimited" is tricky because this engine it's not really rendering that. In the hard drive? absolutely, hard drives have a limit,
I'm using an rtx 3090 and amd 5090x with 64gb ram, sample project is on average at 55-60 fps, and the dark world at 70. But spikes occur which freeze the game for a whole second Just because you can use these meshes now, doesn't mean you should. You don't want your project to exceed 100-150 gb either way. Haven't tested everything, but for me it means you can use much more detail on your hero prop , displacement quality and much more small meshes for the ground like leaves and branches, as far as games go. Even if you had everything super high poly on LOD 0,it still doesn't worth the amount of space they take. That sample scene is 100gb but with lots of mockups of the same props