IMO polycount will always matter and good topology flow will always matter. Until further developments are made to handle and work with limitless amounts of polys, as well as rig, animate and texture map nanite assets, I don't see nanite as a useful function. Also why would a game developer want to bloat their game file…
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…
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…
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…