If you look at the example Nanite meshes that come in Epic made projects like the Valley of the Ancient they're not raw 1GB meshes. So the idea that using Nanite means you never reduce the polycount on meshes or do any kind of optimization isn't something that's practical. Even for non-realtime rendered projects (eg: film)…
Nanite is cool but The thing is, just because you can render a 5 mio mesh does that not mean you want to work with a 5 mio mesh. Painfully slow export and import, terrible UV mapping, crashes memory issues, insane repositories, long pull and push times, bloated harddrives Then we get things such as scripting, booleans and…
Again, you can use nanite with optimized geometry and textures and still profit from things nanite does. You do not have to put in millions of polies with shitty UVs and gigantic textures. It does not have to be huge filesize stuff
yeah - it's important that people appreciate that while nanite and lumen are excellent ways to get really high quality results very efficiently that doesn't mean they're cheap. it's not really a downgrade once you get past the overhead - in fact there is little reason to not use nanite if the platforms you are targeting…
So, while i agree with your overall theme.. You're not loading the whole mesh with Nanite - It's streaming in the appropriate level of detail based on screen coverage for the clusters you can see
Rizom is able to quickly load big files like a hot knife goes thru butter. Rizom is performant while you do UVing. Here a Video from Rizom VS 2018, showing 600k+ Triangles are easily possible.https://youtu.be/z2QvajdFHes?t=114 Substance Painter can import big data for baking with little sweat.It is all depending on the…
there's certainly niche cases where nanite shines, but for general purpose development, one can achieve plenty good results with texture maps and lighting. Oh, another thing to consider is that Nanite will lock you into using UE5, as far as I know no other game engine has this tech. If UE5 decides to pull a Unity, you…
i think youre conflading two issues : one that is nanite beeing used as a "mop" on bad optimization skills, and another where you complain about the lack of optimization of last games. Both are true in my opinion, but Nanite, like all the other new advancements, is a tool, that if correctly used has clear advantages and…
"Most studios are already dismal at optimizing their games. This leads into a disappointing trend that I'm noticing; increasingly powerful hardware and software compensating for developer's lack of fundamentals." I mean, there is your answer ^^ Nanite is a way to safe money on optimization, on training people good…
Nanite-like tech is in the chinese-market-specific (for now, anyway) branch of Unity. Seems fair to expect this stuff in time to show up in other engines as well. In my opinion disk space/download size concerns will make sure this tech gets applied very selectively on projects that actually have to ship. Download size…