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…
Apparently UE5.5 has nanite for skeletal meshes now. The question is how performant will it be? He's getting like 25 fps, but that's on a laptop of unknown make, and with several dozen characters on screen. https://www.youtube.com/watch?v=-I1Y0s_tZa0
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…
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…
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…