ok i really have to ask: what is the point of unreal when it lets you enable nanite and preserve area but also auto lod and lod distances? Will it even use those LOD if nanite is active? If not i think i have to remove 8ish lod from each of my static meshes (and will not use it for skeletal at all) What do you think? i had to subscribe btw, that's how unreal should be demonstrated P.s. I also don't really understand how nanite affects performance, like on a 4x4km landscape without displacement performance hit is tremendous with nanite on... i just don't get it and i think unreal devs are still figuring it out
JSFILMZ once again putting in lots of time and effort testing stuff!! Thanks as always for your videos man. You really are a top tier unreal cinematic RUclipsr - appreciated.
Even if the performance of Skeletal Mesh Nanite shouldn't be better than with LODs, you still have gained quality. In my opinion, there is almost nothing worse than the annoying pop-ups from one LOD level to the next.
yea this is why i want to test the metahumans tbh, i want to see if the lod changes in nanite will be noticeable at all. ive played cyberpunk 2077 and yea you can definitely see the switch lol
You do gain scalability, if you added another couple hundred skeletal meshes or even a couple thousand LODs would likely struggle but nanite would scale just fine, maybe a 10-20fps drop at most
@@xaby996 que? Beats everything compared to what? I mean some stuff done on the GPU Beats the shit out of some C++ code running on the CPU so I find your statement a bit fuzzy. More context would be nice thanks.
OH MY WORD - I am busy with a LARGE number of people.. and I was thinking last week - Mmm, I wonder WHEN they will add Nanite to a Skeletal Mesh!! This is AWESOME!! I can not WAIT to play with this!! :)
Oh man, I KNEW when nanite is able to be used on Characters it will be huge improvements, this is so exciting! Imagine the FPS boost when using it in a normal instance with just like 6-7 characters that are fighting.
Ah that's a shame, I was hoping you would use actual professionally created LODs instead of just using the garbage auto-LOD feature. I'll look for performance comparisons elsewhere, but the video was still entertaining to watch.
When rendering many characters the Skeletal Mesh bottle neck is usually the CPU , so offloading to Nanite will only have moderate gains (as the video shows). Still need Vertex Animated Texture meshes when rendering armies or crowds
Nice to see that the NOLOD feature set getting more and more complete. Assuming we get to the point where Nanite vs LOD is equal or Nanite better. How’s is this affecting the balance of RAM/ storage space? (Ram especially) As I mean for environment one of the key worries was that those high poly objects would blow up the storage space budget. But with characters it feels less of an issue. I mean you usually have a really high poly version anyway + the LOD levels so in the end I don’t see using Nanite as any downside for major characters. Assuming render performance is on par with LOD
The Future will be, to use Sculpted Character Meshes directly from sculpt to unreal.. without a bigger overhaul on retopology.. Give it 2-3 additional Years.. and it rocks everything..
good stuff, I think you can use editor utility blueprint to batch generate lods for Staticmesh and Skeletalmesh. Use nodes such as set lod build settings-Regenerat Lod.
im not sure if 450k is realistic atleast for game assets. im trying to figure out if a ~5k poly skeletal mesh would still be better used with traditional LODs, would have at most 100ish visible.
Thanks for the video Jz! Very interesting test and comparison! I’m wondering if you have done any similar tests using fully equipped modular characters? Such as Polyphoria’s medieval armour pack from the marketplace
Great video, thanks! I wish you also made a comparison where the same mesh is duplicated 200x, so it would show the difference with Nanite handling the instancing and what would be the performance there.
Thanks so much for doing this. Definitely an impressive result. I really wish I could use Nanite in my game, but unfortunately the rendering setup I'm using for my VR game won't allow it.
Another thing with nanite is it scales way better, if you added another 200-400 skeletal meshes nanite would still be around 45-60fps as where just LODs would tank probably to the 20s
Looks like it will make a big difference when it's all working properly. Now pretty much everything is Nanite which should help with the virtual shadow costs.
Thanks! This looks really promising for the future of UE :D Do you know if they're making any updates to the system to convert skeletal mesh animations to vertex animations? I've been toying with the few tools that exist for a bit, and the eventual end results are nice. But the tools are simply put terrible, so I keep postponing all projects which would need them.
I would like to see a ultra high density deformable skel mesh using nanite. Like a ultra high detailed dragon with millions of polygons deforming with nanite.
Copy pasting assets does not make a difference. This is not how it works. It legit does not matter if it needs to put 3 skeletal meshes of 1 asset into vram or 1 skeletal mesh of 3 assets. The result is always 3. The only way to increase performance is by making it an instance. In ONLY that case it would actually make a difference to copy paste the assets, cause if it is 3 instances of 1 asset it is just ONE asset that gets loaded, not 3 times the same as before. But if it was 1 asset per 3 skeletal meshes then there is 0 performance increase cause it needs to load 3 individual assets (even tho they might "look" identical).
Hey man I've been watching you for a while now and I love your stuff. The Fortnite bodycam stuff was WILD!! I was wondering if you wanted to collaborate on a new VR/Non-VR game that I'm starting to build. You know a lot of all of this and I feel our collaboration could prove to be very successful. The game is going to be built in Unreal Engine 5 and can run on anything from mobile to quest all the way to running nanite on pc and pcvr. It will be a fully multiplayer true cross play dinosaur hunting game. I'm building procedural animations so it will be fully immersive with life like motions and speeds. VR and non vr compatibility using the VR rig to record and make the animations for the non vr as to cut so much time. I've already started building the environment as well as the nanite and non nanite meshes. If you are interested I'd love to work with you man I know you can do great things. If not mad respect for reading all this!!
I didn't watch the entire video But I think the improvement would be different if the bodies were different In your case, all bodies are the same What is your opinion
@@justindressler5992is that not just hardware tesselation? I mean Nanite is not tied to tesselarion. Sure tesselate an already high poly mesh and it usually looks nice but that has nothing really to do with Nanite or how that mesh is generated. It just takes a mesh data and tessellates it on hardware and renders it
@@justindressler5992Nope. It's mostly compute shaders. Mesh Shaders are apparently used for path to rasterize big polygons, but those are quite rare. MS has been supported by AMD and Nvidia for few years. (Nvidia from 2xxx series, AMD from RDNA2.)
@@justindressler5992UE5 completely dropped support for hardware tesselation a while back. Now they are using compute shader as part of nanite to have similar/better results. HW tesselation was mistake, it never should have had the limitations it did.
LOD VS Nanite Skeletal Mesh. Oldschool vs Newschool. Laptop Spec: Lenovo Legion Gaming Notebook Intel Core i9-13900HX 32 GB RAM nVidia GeForce RTX 4090
should have used dlss3 and fg to test as well
@@ChillieGaming for sure man unfortunately thats still 5.3 hha
ok i really have to ask: what is the point of unreal when it lets you enable nanite and preserve area but also auto lod and lod distances? Will it even use those LOD if nanite is active?
If not i think i have to remove 8ish lod from each of my static meshes (and will not use it for skeletal at all)
What do you think? i had to subscribe btw, that's how unreal should be demonstrated
P.s.
I also don't really understand how nanite affects performance, like on a 4x4km landscape without displacement performance hit is tremendous with nanite on... i just don't get it and i think unreal devs are still figuring it out
@@MarioCola if you use nanite you dont need lod at all, it will still help with performance, but you loose space for the extra lod.
@@Punisher1992 thank you! do you mean VRam?
JSFILMZ once again putting in lots of time and effort testing stuff!! Thanks as always for your videos man. You really are a top tier unreal cinematic RUclipsr - appreciated.
Yeah really usefull, this really help use 5.5 Is so épic ,nice top ninite skeletal
Thanks for your time setting up the comparison. We appreciate.
Nice, 20 - 25 % improvement over auto lod is more than I expected
Even if the performance of Skeletal Mesh Nanite shouldn't be better than with LODs, you still have gained quality. In my opinion, there is almost nothing worse than the annoying pop-ups from one LOD level to the next.
yea this is why i want to test the metahumans tbh, i want to see if the lod changes in nanite will be noticeable at all. ive played cyberpunk 2077 and yea you can definitely see the switch lol
You do gain scalability, if you added another couple hundred skeletal meshes or even a couple thousand LODs would likely struggle but nanite would scale just fine, maybe a 10-20fps drop at most
Only thing worse than lod popping is playing at 30-40 fps instead of 60+.
This is huge for crowd simulations !
assassins creed unit crowd simulations wont be beaten anytime soon.
@@1989johnowhy is that?
custom c++ beats everything
@@xaby996 que? Beats everything compared to what? I mean some stuff done on the GPU Beats the shit out of some C++ code running on the CPU so I find your statement a bit fuzzy. More context would be nice thanks.
6:00 " just a little bit better fps " had me wheesing in 4k 🤣
OH MY WORD - I am busy with a LARGE number of people.. and I was thinking last week - Mmm, I wonder WHEN they will add Nanite to a Skeletal Mesh!! This is AWESOME!! I can not WAIT to play with this!! :)
Soon to be available in late 2024 (Source: recent Unreal Fest)
Oh man, I KNEW when nanite is able to be used on Characters it will be huge improvements, this is so exciting! Imagine the FPS boost when using it in a normal instance with just like 6-7 characters that are fighting.
Ah that's a shame, I was hoping you would use actual professionally created LODs instead of just using the garbage auto-LOD feature.
I'll look for performance comparisons elsewhere, but the video was still entertaining to watch.
When rendering many characters the Skeletal Mesh bottle neck is usually the CPU , so offloading to Nanite will only have moderate gains (as the video shows). Still need Vertex Animated Texture meshes when rendering armies or crowds
I think this is more down to production ease. Nothing else really.
Btw what is needed to move the skeleton mesh to be fully GPU handled?
@@litjellyfish and spacesaving
@@Jsfilmz thanks you answered now my question I had to you in another comment 💚😅
@@ThreatInteractive overdraw? You mean occlusion culling?
@@ThreatInteractive ah ok thanks. And wow that is a lot
Nice to see that the NOLOD feature set getting more and more complete. Assuming we get to the point where Nanite vs LOD is equal or Nanite better. How’s is this affecting the balance of RAM/ storage space? (Ram especially)
As I mean for environment one of the key worries was that those high poly objects would blow up the storage space budget.
But with characters it feels less of an issue. I mean you usually have a really high poly version anyway + the LOD levels so in the end I don’t see using Nanite as any downside for major characters. Assuming render performance is on par with LOD
A huge shoutout amount of work you did, just for us to know. 🎉
hahaha yea it was painful on a laptop hahaha
Something i would love to know is how morphs work on nanite skeletal meshes.
Is that the reason faces didnt work?
i believe so that and translucency
The Future will be, to use Sculpted Character Meshes directly from sculpt to unreal.. without a bigger overhaul on retopology..
Give it 2-3 additional Years.. and it rocks everything..
Dude thanks for the video, it's much appreciated
great content as usual!
hurry up with that acf bro
What about Nanite Displacement on Skeletal mesh. Is that also possible? Would open a lot of new possibilities😜
yes its in 5.5 also
Hey leaves this hoarde of zombies with bubbling skin and muscle parts alone will you!?
Since UE 5.5 preview is already released (after recent Unreal Fest), let's test the Nanite Displacement on Skeletal Mesh right now, guys
Keep it going man. Really nice stuff
Thanks for taking to time to test this for us!
Can't you edit the LOD Group in the Property Matrix to save time, potentially?
good stuff, I think you can use editor utility blueprint to batch generate lods for Staticmesh and Skeletalmesh. Use nodes such as set lod build settings-Regenerat Lod.
how does this work with metahumans and hair? do you think we will get nanite hair in the future if not already?
This channel is good for research, love it ❤❤❤
Thanks for this video Man, this is a game changer. The biggest upgrade since the release of UE5 back in 2021
Maybe do a packaged build and run MSI Afterburner for an FPS test.
my next one has it
im not sure if 450k is realistic atleast for game assets. im trying to figure out if a ~5k poly skeletal mesh would still be better used with traditional LODs, would have at most 100ish visible.
Is there a commit log or something to see what's new in this dev version of 5.5?
Particularly I am looking for landscape improvements
Thanks for the video Jz! Very interesting test and comparison! I’m wondering if you have done any similar tests using fully equipped modular characters? Such as Polyphoria’s medieval armour pack from the marketplace
those are expensive as sh*t man lol
Great video, thanks!
I wish you also made a comparison where the same mesh is duplicated 200x, so it would show the difference with Nanite handling the instancing and what would be the performance there.
I think he did this already, check his other videos but I believe that was his initial test.
Can't you use like an intel overlay to show performance on a build. Games nexus has a few videos about this.
Thanks so much for doing this. Definitely an impressive result. I really wish I could use Nanite in my game, but unfortunately the rendering setup I'm using for my VR game won't allow it.
yea in time all of these tech will most likely hit vr i know nanite and lumen is already in vr
Freaking insane every nose hair will be fully modeled soon
Another thing with nanite is it scales way better, if you added another 200-400 skeletal meshes nanite would still be around 45-60fps as where just LODs would tank probably to the 20s
Given that we are seeing support for nanite skeletal mesh, do you think we could skin weight a high res nanite mesh without crashing unreal?
Looks like it will make a big difference when it's all working properly. Now pretty much everything is Nanite which should help with the virtual shadow costs.
Thanks! This looks really promising for the future of UE :D
Do you know if they're making any updates to the system to convert skeletal mesh animations to vertex animations? I've been toying with the few tools that exist for a bit, and the eventual end results are nice. But the tools are simply put terrible, so I keep postponing all projects which would need them.
yeah same, meta face just crashes editor when you enable nanite, rest of the body was fine. good video as always
Hey what’s the spec on your PC? I’m wondering as I want to pull the trigger on a machine this year to get back into UE and my game project.
[gaming laptop, 16 vram] He said he would put the specs in the comment. I asked last vid too. Dont see it yet.
@@kenalpha3He pinned his comment at the top
Build a custom PC, Laptops are cool but unnecessary unless you travel a lot
@@BlackUniverseProductions 100%.
If I remember correctly he’s using a Lenovo Legion Pro 7 with i9-14900HX and a RTX 4090
Doing God's work 🙂
I would like to see a ultra high density deformable skel mesh using nanite. Like a ultra high detailed dragon with millions of polygons deforming with nanite.
1.8 million dragon ruclips.net/video/aNSNNJh1ktE/видео.htmlfeature=shared
Is the end version?
nice vid, thx.
(only 800 to go 🤞👍👍😊)
So close!
...BTW how to install 5.5, it only gives me 5.3!?
That's awesome 😮 i wanna make a horde game like no other 5.5 might be my goto😅
Amazing
Copy pasting assets does not make a difference. This is not how it works. It legit does not matter if it needs to put 3 skeletal meshes of 1 asset into vram or 1 skeletal mesh of 3 assets. The result is always 3. The only way to increase performance is by making it an instance. In ONLY that case it would actually make a difference to copy paste the assets, cause if it is 3 instances of 1 asset it is just ONE asset that gets loaded, not 3 times the same as before. But if it was 1 asset per 3 skeletal meshes then there is 0 performance increase cause it needs to load 3 individual assets (even tho they might "look" identical).
Hey man I've been watching you for a while now and I love your stuff. The Fortnite bodycam stuff was WILD!! I was wondering if you wanted to collaborate on a new VR/Non-VR game that I'm starting to build. You know a lot of all of this and I feel our collaboration could prove to be very successful. The game is going to be built in Unreal Engine 5 and can run on anything from mobile to quest all the way to running nanite on pc and pcvr. It will be a fully multiplayer true cross play dinosaur hunting game. I'm building procedural animations so it will be fully immersive with life like motions and speeds. VR and non vr compatibility using the VR rig to record and make the animations for the non vr as to cut so much time. I've already started building the environment as well as the nanite and non nanite meshes. If you are interested I'd love to work with you man I know you can do great things. If not mad respect for reading all this!!
Wow !!!
I didn't watch the entire video
But I think the improvement would be different if the bodies were different
In your case, all bodies are the same
What is your opinion
5.5????
That's what _I'm_ asking. 5.4 isn't even officially out yet. Where in the world did he get 5.5??
Hello, is anybody who is interested in practicing this willing to work with me on a project I am working on?
I thought only the 4000 series of GPU have native hardware acceleration for nanite so I guess the performance would be worse on AMD hardware.
There is no such thing as fixed function or hardware acceleration for nanite.
@@pottuvoi2 I thought they had hardware tessellation or something to support nanite
@@justindressler5992is that not just hardware tesselation? I mean Nanite is not tied to tesselarion. Sure tesselate an already high poly mesh and it usually looks nice but that has nothing really to do with Nanite or how that mesh is generated. It just takes a mesh data and tessellates it on hardware and renders it
@@justindressler5992Nope.
It's mostly compute shaders.
Mesh Shaders are apparently used for path to rasterize big polygons, but those are quite rare.
MS has been supported by AMD and Nvidia for few years. (Nvidia from 2xxx series, AMD from RDNA2.)
@@justindressler5992UE5 completely dropped support for hardware tesselation a while back.
Now they are using compute shader as part of nanite to have similar/better results.
HW tesselation was mistake, it never should have had the limitations it did.
Those aren't kimonos. They're korean hanboks.
www.cgtrader.com/3d-models/character/clothing/kimono-and-hakama-marvelous-designer-clo-3d-project
Lol
@@Jsfilmz Up close yes that’s a kimono with hakama on top, but in that video it looks purely like a hanbok.
@@HankBaxter Something funny over here? You know more than me about Asian culture? Please educate me.
@@edenassos Something is definitely funny over here. 😂 There's always "that internet guy" to point these kinds of things out, and I appreciate that.
where fps comparisson?