Unreal Engine 5 - Nanite Foliage Performance Boost Tip

Поделиться
HTML-код
  • Опубликовано: 1 фев 2025

Комментарии • 15

  • @DallasDrap
    @DallasDrap 21 день назад +5

    great tip! Good looking trees too i must say

    • @fabiolives
      @fabiolives  5 дней назад

      @@DallasDrap thank you! Some were made by me, some are from the Mawi European Birch Forest pack but with different textures for the bark

  • @OverJumpRally
    @OverJumpRally 22 дня назад +2

    Amazing finding! Thanks for the tutorial!

  • @Thebluebananas100
    @Thebluebananas100 5 дней назад

    Great stuff

  • @kegsfx8603
    @kegsfx8603 13 дней назад

    Wow! Nice tip!

  • @TheHiddenEmpire
    @TheHiddenEmpire 21 день назад

    Super useful thank you!

  • @JohnLee-fd9ht
    @JohnLee-fd9ht 12 дней назад

    good job!

  • @JsAnimation24
    @JsAnimation24 6 дней назад

    Thanks for this, just curious why this is not the default in UE and Nanite foliage? Seems like the default foliage would be much more performant if it had these defaults?

    • @fabiolives
      @fabiolives  6 дней назад +1

      @@JsAnimation24 it’s time consuming to make double sided full geometry foliage, so it’s more of a thing you’d either make or purchase

    • @Alpha_GameDev-wq5cc
      @Alpha_GameDev-wq5cc День назад

      @@fabiolives did you make the 2 sided geometry? I thought you took a 1 sided plant and modified it in the modeling tools to make it 2 sided… is that incorrect?

  • @DannyArtNL
    @DannyArtNL 8 дней назад

    Thats amazing! Do you have any pre and post stats for this?

    • @fabiolives
      @fabiolives  8 дней назад

      @@DannyArtNL I do! I’ll have them in a video soon, I’ve been planning to post it for about a week and keep getting caught up in projects haha

  • @erikgoldman
    @erikgoldman 12 дней назад

    can you explain what raster bins are?

    • @JsAnimation24
      @JsAnimation24 6 дней назад +1

      I was curious about this as well, summarizing what I was able to find:
      Raster bins in Nanite are used for rendering objects with complex materials, such as two-sided materials, transparency, or alpha masks. Rendering objects in these bins is slower because it requires traditional rasterization instead of Nanite’s optimized rendering pipeline. The goal is to avoid raster bins and let Nanite handle foliage using its efficient geometry-based processing.

    • @Alpha_GameDev-wq5cc
      @Alpha_GameDev-wq5cc День назад

      @@JsAnimation24hmm but didn’t he basically make it a distinct raster bin? I thought the entire tutorial was doing exactly that?