In episode 5 of the UE5 game development series, we'll compare Nanite to how rendering worked in UE4, and then see how far we can push Nanite by creating one million highly detailed snowballs.
Updated Nanite video: • Nanite Stress Test in ...
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Nanite - docs.unrealengine.com/5.0/en-...
Nanite in depth talk - • Nanite | Inside Unreal
Getting Started in Unreal Engine - learn.unrealengine.com/home/L...
Unreal 5 Documentation - docs.unrealengine.com/5.0/en-US/
Be sure to check out my other Nanite video here: kzhead.info/sun/qZ2kqdKNiYmNkoE/bejne.html
Wowowowowowowowowowowwow wow
So amazing 🤩🤩🤩🤩🤩🤩🤩 I love it so much 💖
What hardware is this on?
My respect to engineers and programmers who constantly optimize processes.
so that we can spam a billion rocks around carelessly
@@plasticelephant1969 lmao
@@plasticelephant1969 no, so that we can use more assets on the scene than the current tech allows us. The reason why you wont see hundreds of zombies, hundreds of cars, hundreds of spaceships or cities with amazing draw distance is simply because of this fact. Polygons. Any game, except 2D games, will benefit from it.
You threw 1 million snowballs at an engine and it didn't freeze, impressive
get out!
Lol that's a good one
This is quite literally game changing
.......
@@cjmixmaster ?
@@milenkopizdic9217 we don't like puns where I'm from. They require punishment and ostracization.
@@cjmixmaster Oh, ok. I'm sorry he offended you that much.
@@milenkopizdic9217 it is more a comedic cultural response the actual offense. (We really love puns but can do so publicly so we have to pretend to hate them.)
next gen vr with nanite support is going to be insane!
Haven't even thought about that. But you're right, the increase in detail possible will be a gamechanger!
@@MrFrussel yes, this and foveated rendering together, which is already happening - make realism in VR go from just out of reach to accessible to indie devs, all within the next 18 months give or take. (mostly waiting on fov rendering on more headsets) and then if you set your sights just a little bit lower, standalone headsets could still maybe use nanite to squeeze out an acceptable vr gaming performance on a mobile gpu.
Yeah VR needs Nanite BADLY.
@@betterlifeexe4378 Is there a foveated rendering solution like VRSS 2 that doesn't require DX11, forward rendering and multisampling? Because that's gonna hold this back. DX11 is on the brink of disappearing and rightfully so. Can't have Nanite (mesh shader) without DX12 Ultimate or Vulkan.
@@boredgunner You are absolutely right, at least I cannot find a solution with a cursory search. I'm sure someone will solve this problem, I have never worked on rendering tools so I can't do anything about it.
Artist: How many triangles we can have on the screen? UE5: Yes.
infinite triangles per pixel
Artist: How many triangles we can have on the screen? Blender : Blender.exe is not responding Close this program Wait for the application to respond
@Milen (splicer) Parvanov Maybe you should first go and learn about Nanite technology used in UE5. It's not about instantiating. And even so, try to instantiate milion of polygons at the same time of the same model even using the same material being GPU instantiated. Conclusion: you have no idea what you are talking about.
@Milen (splicer) Parvanov have u even tried ue5
@@echofooman2702 Inventor user: "What the hell are triangles?"
This is such a HUGE step into having very realistic games without needing a NASA computer. I'm amazed by this technology and what developers like you can potentially build 🤩
Asterisk: as long as they involve simpler assets that can be replicated, so it can benefit from them all being instances of the same thing. I think that's my main take away from this. It's cool as hell *but* you're gonna see a lot of replicated objects (which might not even be a problem, just something worth being aware of)
Photo realism is more a function of light calculations and less about the models themselves. And in models, the textures are way more important than the 3d-model. No matter how good your 3d-models are, they will always suck as much as the lightning sucks. Just by using correct lightning techniques you can make even Minecraft look photorealistic. The strengths of Nanite is in performance and development work flow and the realism comes as a secondary side effect.
@@RedTyrant Please, read my comment again. Take your time and read it as many times as you need until you finally understand what I'm talking about. Be sure to use external resources too just to study this subject as a whole. When ever you try to dispute something, you should at least try to understand the subject. Never try that on things you don't know.
@@anteshell mate he was having a dig at you for typing lightning instead of lighting in your comment.
Photorealism doesn't make a game good tho.
I cannot begin to understand how this is possible, even with the marvel that is modern graphics hardware. Like, I see what it's doing but still, it just blows my mind that it all works so flawlessly and efficiently. Crazy times.
There's an hour-long video by one of the principal engineers about this. Very full of jargon but also quite thorough
@@alexschulace724 Do you have a link to that video?
Nanite can render 20 mi triangles per screen if I remember correctly, so you can put trillions of polygons into one scene, that will not make a difference. The cluster system will reduce that to 20mi. The 4K image has about 8 to 9 millions pixels, so nanite can display 2x times triangles about the pixel count of the screen, so you will never going to see major difference compared to the scene rendered with the full polycount anyway.
@Nagato is better than Punk Naruto guys, I know it's Nanites. But just dropping that name doesn't explain anything, does it?
@@BB_O_99, "major difference" compared to what? What are you talking about?
Nanite is an incredible feature. Even if it has bugs at launch, this is clearly the way 3D engines are headed.
I hope not, I'd rather stick with smooth 60fps and lower detail personally.
@@iconoclasttastic9258 why though?
@@iconoclasttastic9258 did you watch the video? A million high poly meshes and he said he did not dip below 60.
@@michaellvoltare I did watch the video. And I've been using Unreal engine for 20 years since the late 90's. What you're failing to understand is that this example does not use a million high poly meshes. It uses one single high-poly mesh which it then copies (as what's called an instance) 999,999 times. Using only one object plus its instances is not an effective test of the nanite tech; because one instance repeated does not stress the i/o throughput of the CPU or graphics hardware. In short: one instance repeated does not use as much memory as multiple different objects would. In fact - instances are designed specifically to enable the same mesh to be viewed multiple times without a big hit to memory usage. If this had been a demo with thousands of distinctly different objects my comments would have been very different. If you don't believe me, watch DF talk about the Unreal engine 5 Matrix tech-demo that was just released showcasing Lumen and Nanite in a AAA game format. That demo runs at 24fps. They're pretty clear that they don't believe the current console gen (PS5, X series) will be able to push AAA titles at higher than 30fps. Some less-complex games (or games on high-end PC) may exceed 30fps with Nanite and Lumen running but it's unlikely that the current console gen will get there for AAA titles. kzhead.info/sun/nMZvj8durJ6ff58/bejne.html
@@mediumplayer1 Because to me, higher frame rates make for better gaming experiences than dense geometric detail.
Never thought I'd be so satisfied seeing all these balls
That's what she said
@@lucasimonelli5038 dang it i was gonna say that
@@JizzEditzzz 😅🤝🏻
I remember the whole euclideon fiasco from many years ago, they did a similar thing with point clouds by basically only drawing data which was relevant and required to populate each on screen pixel with geometry down to sub mm precision, however the idea of using this in point clouds is ridiculous due to the unfathomably huge file sizes, impossibility of physics calculations and complete lack of shader support. However on their demonstrations, they managed to display impressively large (although ridiculously repetitive and simple) environments from high resolution point cloud data. This is a much more intelligent approach. Essentially it's just intelligent self building variable LOD
this combined with Nvidia's resolution upscaling will certainly prepare the future of AAA games at fantastic resolutions running on affordable hardware (a circumstance created by the low supply of chips and an influx of millions of new and young gamers). I hope to be one of the people working on stuff like this in the near future.
@@joshpage4547 Definitely, engine improvements like this and others will allow developers to squeeze the most out of any given level of technology and you can almost guarantee that this framework will lay down the groundwork for lots of exciting things to come.
The speed at which it can cull clusters is incredible, but it's probably a side effect of modern day hardware. This wouldn't be possible with slower video memory. Incredible engineering.
Would be interesting to see Euclidean demo style particles of sand/dirt used to make up a path, and see how that differs in appearance from something with displacement and/or normal maps.
Yes yes yes yes. I've been waiting years for that tech. For they just disapear into something about VR Museums tech
Can't wait now we will get actual optimization in UE games
You won't get any optimization for current day devs (PR, suits and sales people more precise). They will say - get better/more powerful machine.
@@mindaugasstankus5943 depression
@@mindaugasstankus5943 That's the thing, you can't
lol no
@@mindaugasstankus5943 "you aint using it right"
I was actually pretty surprised you only had 50 subscribers with content like this. May the algorithm bless you
Thanks for the kind words!
Algoritm did bless him, thats how I got here!
🙌🏼
666 subscribers as of time of watching... Does that count as a blessing? ^_~
Hello world from the algorithm
Unity profusely sweating in the background
Well AAA isn't unity's priority so i doubt it
@@ciixo8510 le 🧂
This is absolutely mind-blowing. And it's just the beginning of this tech! Imagine what optimizations are coming and the crazy ways people will put this to use. Amazing!
That’s amazing man! Thank you for this👍🏽👍🏽👍🏽
Incredible overview and test of an incredible new tech. Thank you for this.
Managed to get on my recommended page! Going places bro!
Awesome! Thank you!
Wonderful content! I'm glad to have stumbled on this.
Thanks!
Can't wait too. This will really go well with my next project.
I could literally feel the frames come back in my soul after hitting apply ☺️
I remember watching a video about this kind of rendering technology back in the days of the first Crysis. Where some fella was talking about rendering dots instead of triangles to some classical music playing in the background. The implications were staggering to think about but now.... Like 14-15 years later, it's finally a reality and oh my gosh. Girls and boys, the future is looking bright. That much is certain.
@etethstrseh yeye exactly. I just looked it up. Looking at it now I'm not sure what I'm listening to just like last time. The tech described is very promising and makes sense but the guy behind it just sounds like a college student hyping up their "not so special" homework assignment.
Great video looking forward to see more 💯
Thanks, I appreciate the feedback!
Keep up the good work man, great and fun video! :D
Thanks, will do!
Fantastic video! What a great demo, it's crazy how far this technology has come and the minds that made it possible. I wonder how this will optimize the mobile or VR experience. Or even how far Nanite can be optimized to see what FPS counts you can reach while achieving similar LOD. Gaming was due for some modern optimizations with intensive games are now.
This is super impressive, I'm excited to see what people do with this.
Nanite is awesome. Shame it doesn't work on mobiles or older hardware. I feel like nanite would really benefit older or slower devices so I'm curious to know why it only works on more modern hardware only.
BS sales pitch (Nanite) for some hardware geometry accelerator, co-processor, core, what ever that don't exist in older hardware.
Yes but also: fuck mobile games and get a game boy color
Because it requires the use of compute shaders. Most mobile targets OpenGL ES2.0 still which doesn't support them. They literally built a compute shader software rasterizer to do this.
@@mindaugasstankus5943 you're just wrong
To my understanding part of it also has to do with the nanite system requiring crazy huge memory bandwidth with low latency as it streams and decompresses a crap-ton of nanite compressed mesh data from storage to memory constantly, only holding in memory that which is necessary for rendering what's visible on the screen.
I’m glad I work with Unreal, it seems to make a new technological break through almost every time. It implements so many amazing features.
So basically Nanite does what I thought game engines had been doing for years
Same, I didn't thought people would be manually making models for each LOD
they kinda did, but in a really crude way. depending on distance from the player/camera, models would instead display simpler hand-crafted versions of themselves to reduce workload on the hardware. but if it's not gradual enough you can notice the pop-in, from low detail to high detail and vice versa. nanite just does it on the fly without the need to manually produce lower detail models by hand & setting the transition distances. nanite is going to save a LOT of developer time, while looking a million times better and producing incredible performance gains. I will be shocked if other engine developers aren't furiously working on their own LOD solutions now.
@@zedsdeadbaby The biggest example of that is most of Valve's games especially Half-Life 2 and Team Fortress 2.
@@TheObeyWeegee I thought it was really noticeable in half life alyx. Would be really cool if Nanite was open source for devs, even if it required a license/paid access. Now imagine Nanite and Dlss 3.5+ in vr in the future! That would be incredible!
unbelievable and yet so simple in it's idea I remember Gran Turismo 6 did something like that on PS3
Great video mate! Subbed.
Much appreciated!
damn i just saw you only having 20 subs. this channel is going places, great quality and good voice too. keep it up and people will come, ue5 is the big thing that everybody is looking for rn. Btw i found you through youtube search and filtered by "uploaded during last week". cheers!
Thanks, I appreciate the feedback! I'm hoping folks find the videos useful, but either way I'm having fun making them while learning Unreal.
@@LivelyGeekGames This video is indeed awesome :) Love these UE5 sneak peaks. I found it because youtube suggested it to me :D (btw, love your sense of humor)
I've only ever used Unity for game development, and I really like it. But seeing stuff like this makes my mouth water. Gonna have to give this a shot (as soon as I get a PC that can run UE5, lol)
Great video buddy keep it up :)
Thanks!
This is content I need in my life. Subscribed.
Thanks!
Who ever conceptualized nanite, had the first white paper, and proof on concept, is a game changer. Thank you to that person. Then thank you to the dev team at epic for making it so easy to use.
Thanks for this Video!
This is very impressive stuff. I considerably underestimated the impact of Nanite.
Excellent quality, informative, and straight to the point, i was suprised when i saw you only have 201 subs, i hope your channel succeeds and in the mean time, i'll be the 202nd subscriber hahaha
Thanks for the kind words! And for the sub!
This is crazy stuff, i feel like matrix is just around the corner. I expect that in few years VR experience will be totally transformed.
Neo that was the wrong pill. Im literally dying over here!!!!
And you were right : kzhead.info/sun/irlpl9qImpVpnYk/bejne.html
@@Alphashow7 I already saw this video, we are truly blessed to live in these great times! I bet that 50 years from now, we probably going to laugh that we once considered these graphics realistic!
THIS IS AWESOME MAN!😍😍❤❤❤❤
Thanks for teaching me how nanite works
This will make games look insane. I couldn't believe it when I first tried it
I've been getting into game development with Unity recently, but hot damn if Nanite doesn't make me jealous of Unreal 5. This is some seriously next-gen optimization technology.
Ask them to start using mesh shaders for LODs, that's all what it takes
Stop being a pleb and learn UE. Unity is not even on the same league anymore if you want to do 3D
Honestly I’m amazed at the performance it was getting before Nanite. Afterwards, it’s just…. unreal
This is absolutely insane... It truly is a great time to get into UE.
All of this makes me wonder: Will other engines have the same feature or will everyone just start using UE5? Because even if UE5 isn't perfectly optimized for everything, just having nanite sounds like it should be an obvious choice.
Other companies will try to do something similar but it will take them a while and most companies don't have the budget for research and development that Epic does.
Very good, Thank you!!!
This is just amazing!
This is amazing. Also amazing, the memory footprint size of indie games will bloom, because devs might think that unlimited polygons means to use all of them for everything. That might be fine, if Unreal didn't tend to make for very large game executables as it is. With great polygon handling, comes great responsibility.
people are gonna need to make free nanite DLCs so people can download them without having to buying a new harddrive and waiting 2 weeks to download
really high quality video
Very cool, Thank you
Looking forward to your Xtreme Snowball Warfare game.
The idea is very similar to adaptive subdivision surface that blender and other engines implemented a while ago, but seeing it into a game engine is really cool.
Although you are correct, I think we need to understand how hard taking the latency out must have been, as blender does not need to provide this feature at 60fps
@@gwentarinokripperinolkjdsf683 yeah nanite does this but far better
Nanite is incredible. I love that I'm alive to witness this leap in video game tech.
Reminds me of how the 2014 LittleBigPlanet 3 did infinite levels with their “dynamic thermometer” that renders what’s close and hides what’s further.
Jaw Dropping. The quality of games this opens up is just... Unreal. :P
This engine is just such a mind boggling feat! Imagine the team showing this tech to their Epic execs for the first time and for the next two days, there are no questions because everyone is still completely speechless. Epic's own tech demo was already crazy but this video here shows how stupid fast this actually is. Essentially, this looks like the infinite detail demo we saw from this disappeared company a few years ago only this time, fully integrated with real time global illumination and physics. Absolute craziness. I wonder what this would look like with growing numbers of DIFFERENT models, not the same instance of the same thing. This could be done by creating the same ball under different files name and importing those.
I made another video using different meshes here: kzhead.info/sun/qZ2kqdKNiYmNkoE/bejne.html
"1 million snowballs. It got better..." I guess Epic just thought: "let's make it render faster with more tris. Why didn't we think of that before?"
And... The UE guys just solved all the problems related on comments and showed It on Matrix Tech demo, amazing
Wow, cool stuff!
Best explanation so far.
Holy Crud man. This is impressive.
Yeah and there are people saying nanite and lumen changes nothing and isn't revolutionary. This is basically a functional version of Unlimited Detail tech dudes but people can get their hands on and is less limited.
There's nothing particularly impressive about rendering instances of the same model as the data is already in memory but I understand how it looks. The truth is = if this were ten thousand different objects each with this geometric density - that would be impressive.
@@iconoclasttastic9258 It's impressive because almost no other graphics engine has done capitalized on this stuff. Also its doing more then copy pasting objects in memory, its doing DYNAMIC LOD... that is pretty awesome.
@@PRiMETECHAU Real time LOD has been around since the early 2000's. Again - this is impressive tech don't get me wrong, but when you understand the technology and code behind it, this isn't a particularly impressive demo.
@@iconoclasttastic9258 I don't think you understand the technology here. This requires only 1 high detail poly from the artist, not 3 or more to suit a LOD system that switches out models depending on distance.
Wow!!! 50,000,000 triangles all in one frame. Unfortunately I can't see them all. My crappy 1080p monitor only has about 2 million pixels.
Haha, yeah. Definitely a bit of overdraw happening there.
3:20 "infact my performance increased" My coffee came out of my nose
The fact that there are One million objects in the scene itself is already amazing (without ECS).
Nanite kinda feels like the biggest revolution in graphics since PBR to me. My hope is that this technology will also make its way into offline rendering to an extent. I cannot even imagine how much faster movie frames would be rendered with this, since it's almost exclusively about quality and not render times there
This + fsr will make games run so well
The 1 million player battles will be epic!
Hah, now we just need game servers that could handle that many!
Great example of how powerful Nanite is!
Yes. It is impresive but only few people talks about it's limitations. Nanite can be used ONLY for static objects. No moving parts, No changing geometry etc.
Most things in game don't move, environment is a major part in games, but that leave more resources for things that do move.
@@kvmairforce Well it depends of the game type. In games like "FarCry" almost everyting is moving: grass, trees, animals, bushes, water ... everything is constantly moving. But I can agree that in games like TombRaider in caves most things is stationary.
Nanite is truly next-gen in gaming. I can't wait to see it utilized by developers. What a time to be alive!!
Hold on to your papers
good video keep it up ;D
Thanks, will do!
Can you imagine big companies with machinery they have to build games with this ? it's going to be insane..
Omg wow, this is amazing
I actually really like this channel dawg, I gave you that subscribe, unreal engine 5 is somethin anit it
Thanks, I appreciate it! Yeah, UE5 is pretty amazing.
I can't wait till Epic cracks how to get Nanite functioning on all meshes including skeletal mesh actors.
This will actually be a quantum leap Forward in battle sim games like total war.
I believe that this tech was what John Carmack had in mind for IDTech 6.
pretty amazing
Nanite for VR.? Can't wait to see that
This video is beautiful @LivelyGeekGames. Absolutely beautiful. Keep Doing more videos please. 10/10
This is game changing!!!
Nanite is very impressive, and a super smart way to seamlessly optimise meshes for real-time. No doubt this will save a lot of inexperienced modellers from a world of lag
"It just works." Except that it really does.
Simple fact, nanite can render 20 mi triangles per screen if I remember correctly, so you can put trillions of polygons that will not make a difference. The cluster system will reduce that to 20mi. The 4K image has about 8 to 9 millions pixels, so nine can display 2x times triangles about the pixel count of the screen, so you never going to see major difference anyway.
Yeah, ideally it can cull down all possible geometry to have at most 1 triangle per pixel. It does an amazing job at quickly culling out unneeded clusters and triangles to render each frame. I even tested up to almost 1 trillion triangles in a world with another test, and it still performed quite well.
@@LivelyGeekGames Yes, also how is done to avoiding mesh distortions, different than old decimation systems.
nanite reminds me of Euclideon's unlimited detail tech demo from 2011
Would you not have bigger file sizes due to heavy model detail ? It will always be king to have optimised mesh? This looks like a handy way to apply a basic re-mesher to a 3d object and use as a background object.
Yeah, you definitely have larger mesh assets from all the detail. The Nanite page covers this under "Data Size": docs.unrealengine.com/5.0/en-US/RenderingFeatures/Nanite/ But since you don't need to make custom LODs and if you end up not needing a high-detail normal map, the total size (mesh + maps) can be comparable.
@@LivelyGeekGames You didnt make as clear as you should have. Yeah the file sizes will not increase at all. Plus I heard them working on optimizing file sizes even more.
that is incredible
I remember 2 year ago when starting my new York and importing it on unity, i was lagging the hell out no matters how hard i Try to optimize the 300 000 objects and most of them where not even detailled.... I just told to myself : darn it i wish there's was something to import such huge map without having problems and having 60 fps... And now it happened
Have you tried it ?
@@Grumpy_old_Boot Nope my PC seems to hate UE5 and my gpu overheat when it start to open the engine i have weird issue with UE5 and it make me sad but one day i will try that again
@@michelveraliot Oh, that's sad. I take it your PC is beefy enough to run it ?
@@Grumpy_old_Boot well it's beefy but old i guess that's the problem, i have 1070 I7 6700k the best of 2016 still hold up but i don't want to make it overheat too much and UE5 seems to hate my computer for some reasons even if i saw some peoples with the same spec running unreal engine
@@michelveraliot Hey, I have the 6700K CPU too ! 😁 I have it paired up with 32 GB of ram and a GTX 1660 super and a 1TB SSD I think the new UE5 engine likes graphics cards with RTX the best. So both of us are too old. 🤣
Hi man, thanks for your awesome tutorial, I'm new to unreal, I want to make sci_fi modular assets and sell them in market, should I use nanite for props and assets? my PC not strong. thanks in advance
Seeing literally 10 of these high-res snowballs being rendered so we'll makes me want to cry for my computer lol
thats pure magic for me... to the genious guy who came up with that: thank you bro! I just wish that we could use that with raytracing...
Layman-Question: Isn't that something similar to "instances" (dunno the right term anymore xD) in eg. C4D? One objekt, umpteen "copies", so you have fewer calculations?
There are definitely some efficiencies using instanced meshes vs non-instanced meshes, but the rendering thread/GPU still needs to calculate which parts of that geometry to actually draw. I tested this a bit further in a follow-up video here: kzhead.info/sun/qZ2kqdKNiYmNkoE/bejne.html
Just wow 😮
That's insane
This looks absolutely revolutionary. Is it really true that tri limits are gone for good?
Definitely not. You can't build moving stretching meshes (i.e. character animations) with Nanite. Only static environments.
@@snaileri That's an interesting limitation, that would mean you couldn't use this for trees and grass animated with the wind like in Valheim. Can you easily have a Nanite environment (dealing with stone, dirt, steel and glass) and then fill that environment with lower-detail "live environment"-props for greenery?
You can still use non-nanite meshes for characters, foliage, and other meshes that don't work with nanite, it doesn't need to be all or nothing. This is what they did in the UE5 demo project.
@@LivelyGeekGames couldnt you just throw a vertex shader on the triangles after nanite processed them(if it allows it) to make animated grass/trees?
@@id_NaN I don't think Nanite supports vertex shading yet, but I have not tried it.
Creating huge levels will be really faster now! Artistic workflow got a huge boost, I'm loving it