Since new Chaos Vray Vantage supports full vrmesh proxymesh features and UE5 releasing nanite technology, i cannot find comparisions between them. Any ideas?
It's apples to oranges because they're completely different technologies with different goals.
Nanite is virtualised geometry, i.e. streamed geometry meaning that it uploads only as much mesh data as is required to the GPU for rendering.
VRMesh is VRay's stored version of a proxy mesh. You can literally have a point or bounding box in your viewport swapped for a high poly mesh when you hit the render button, it's designed mostly for making it easier to work in large scenes in your viewport.
Who wins? Neither one can win here because as described they're completely different, but also: they're used in different rendering programs. So if you need VRay then you might like to use VRay's Proxies. If you use Unreal to render then you might like to use Nanite. They're not the same but they're great features of each renderer. Everyone wins.
Replies
Nanite is virtualised geometry, i.e. streamed geometry meaning that it uploads only as much mesh data as is required to the GPU for rendering.
VRMesh is VRay's stored version of a proxy mesh. You can literally have a point or bounding box in your viewport swapped for a high poly mesh when you hit the render button, it's designed mostly for making it easier to work in large scenes in your viewport.
Who wins?
Neither one can win here because as described they're completely different, but also: they're used in different rendering programs. So if you need VRay then you might like to use VRay's Proxies. If you use Unreal to render then you might like to use Nanite. They're not the same but they're great features of each renderer. Everyone wins.