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UE5 Nanite Profiling

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  • Опубликовано: 14 авг 2024
  • Profiling the Performance of the Unreal Engine 5 Nanite System.
    #ue5 #Nanite
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    Chapters:
    00:00 Introduction
    00:53 Documentation
    03:55 Valley
    05:01 Performance
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Комментарии • 14

  • @demenzunmedia
    @demenzunmedia  11 месяцев назад +2

    General Nanite rule. If I was creating a game like Mario 64, Quake II, Portal, etc, I would most likely not use Nanite. If I was creating a game like COD, Battlefield, Starfield, etc, I would use Nanite. For game design complexity between these two sets of examples, profiling should be performed if you want the best performance. When creating the first game play test level for your game, duplicate the Unreal project and enable Nanite on meshes, and compare the performance of the two projects. Nanite IS a great feature and an amazing render pipeline, even on low end computers. Being able to render scenes with 50+ million triangles on a standard Steam Hardware Survey most common system is amazing.

  • @ChuckWilsonWilsonsStudio
    @ChuckWilsonWilsonsStudio 11 месяцев назад +4

    Yo EPIC you need to watch this. Great video explaining Nanite performance!

  • @shannenmr
    @shannenmr 11 месяцев назад +4

    Remember that when using Virtual Shadow Maps they are greatly helped by Nanite Meshes especially if the Meshes are large / create large shadows.

  • @peacesells2847
    @peacesells2847 11 месяцев назад

    Very elucidating video, thanks a lot for doing this! I look forward to your nanite foliage tests, as foliage in my experience seem to render faster with the old LOD system (using a very low poly last LOD with no world position offset) then with nanite. Although I heard in the new UE5.1 they might have improved performance for translucent nanite, but I haven't tested yet... Thanks again for these videos!!

  • @KeepItSimplePC
    @KeepItSimplePC 11 месяцев назад +1

    very good information i have also found using nanite on everything decreases perfomance

  • @roadtoenviromentartist
    @roadtoenviromentartist 11 месяцев назад

    Great explanation.. very necessary everybody.

  • @vince4417
    @vince4417 9 месяцев назад

    The way I understood is that Nanite also handles draw calls better. Plus it works better with vsm.
    Instead of copying the same mesh thousand times a forest and city scene wouldve given a more honest view.
    But I definitely agree that if youre making a sidescroller or platformer with simple environment, not using nanite and just old baked lighting is the better option.

  • @TheShinyHaxorus3D
    @TheShinyHaxorus3D 11 месяцев назад

    I'm curious what the performance delta becomes in terms of VSM performance, from at least my own testing, using any dense meshes with VSMs enabled murders performance, and some of that delta is made up when nanite is enabled. I suppose this really only becomes an issue with things like foliage, though.

  • @BreakMaker2904
    @BreakMaker2904 6 месяцев назад

    Thanks for the video. I have a VR scene where my general impression was that just by enabling Nanite and Virtual Shadow Maps I killed a lot of performance. Note: My scene is a typical archviz scene where you have a lot of meshes with giant triangles (like walls, etc.). But then I also have a tone of meshes that are triangle heavy and / or have a lot of instances like grass. I would need to set Nanite on about 50% of my meshes and leave the other 50% non-Nanite. But is this recommended especially in combination with Lumen? I thought it is more like either turn on Nanite or do not, but I am unsure about mixing. Sure performance profiling helps but I would like to hear your opinion first :)

    • @demenzunmedia
      @demenzunmedia  6 месяцев назад

      You should be able to mix Nanite and non-Nanite in one scene without any issues, I have done that before and never had a problem. I would tend to make the foliage and heavy triangle count meshes into Nanite, but leave the low poly buildings as non-Nanite, unless there is a huge number of drawcalls for the low poly stuff. I have found that enabling Nanite on low triangle count minimal drawcall meshes has a big negative impact on Nanite render performance. Unfortunately, the only way to know for sure what will work best is to try it, the Nanite render path is not always intuitive as to what gets an improvement, and what tanks really bad and renders slow. I have found through dozens of tests that you typically have to get to about 20,000 instances or more to see a performance increase, or meshes with a high number of drawcalls, as Nanite doesn't use a drawcall system, and drawcalls on the standard pipeline have a setup performance penalty. Really large meshes may also get a benefit on the shadowmaps if they are set to Nanite.

  • @goldkat94
    @goldkat94 11 месяцев назад +6

    Couldnt watch. Your emphasis in the speech is killing me. Reminds me of breaking news at 4am. Sorry

    • @jamesgtmoore
      @jamesgtmoore 11 месяцев назад +1

      I find that there is nothing wrong with his speech.

    • @demenzunmedia
      @demenzunmedia  11 месяцев назад +2

      I either get complaints that I am too flat in my speech or I am too emphatic, I guess there is no pleasing everyone. I am using my regular speaking voice in this video. At least I try to keep the audio levels good and use a slight compressor to keep the levels within limits, most other people don't. If you want to support me on Patreon etc perhaps I can hire a professional narrator one day.

    • @Cpt.Tripps
      @Cpt.Tripps 7 месяцев назад +1

      What a strange thing to complain about in a technical video featuring a perfectly comprehensible presentation. What's next? "Can't watch your content because you're not pretty and/ or funny enough"? Lol. Smh.