Unreal Engine 5.5 Nanite Skeletal Mesh vs LOD

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  • Опубликовано: 9 апр 2024
  • Unreal Engine 5.5 Nanite Skeletal Mesh vs LOD
    Unreal Engine 5 JSFILMZ Mega Bundle Sale
    Link: www.artstation.com/a/36209881
    Leartes Entire Store link and use coupon code for discount JS30:
    gumroad.com/a/457429971
    My Fortnite Maps: www.fortnite.com/jsfilmz
    Huge thanks to the Unreal Engine Folks like Graham, Kiaran et al working on this insane tech!
    Collaborator: Andrew Robot
    ‪@UnrealEngine‬ #ue5 #unrealengine5 #nanite #naniteskeletalmesh #naniteskinning
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Комментарии • 108

  • @Jsfilmz
    @Jsfilmz  3 месяца назад +12

    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

    • @ChillieGaming
      @ChillieGaming 3 месяца назад +2

      should have used dlss3 and fg to test as well

    • @Jsfilmz
      @Jsfilmz  3 месяца назад

      @@ChillieGaming for sure man unfortunately thats still 5.3 hha

    • @MarioCola
      @MarioCola 3 месяца назад

      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

    • @Punisher1992
      @Punisher1992 3 месяца назад +1

      @@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.

    • @MarioCola
      @MarioCola 3 месяца назад

      @@Punisher1992 thank you! do you mean VRam?

  • @sabiplaypuzzles7332
    @sabiplaypuzzles7332 3 месяца назад +15

    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.

    • @Jsfilmz
      @Jsfilmz  3 месяца назад

      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

    • @KomodoBitGames
      @KomodoBitGames Месяц назад

      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

  • @virtualfilmer
    @virtualfilmer 3 месяца назад +18

    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.

  • @kenalpha3
    @kenalpha3 3 месяца назад +5

    Thanks for your time setting up the comparison. We appreciate.

  • @bds_killerbaru9972
    @bds_killerbaru9972 3 месяца назад

    Thanks for taking to time to test this for us!

  • @zain9842
    @zain9842 3 месяца назад +1

    Dude thanks for the video, it's much appreciated

  • @joletun
    @joletun 3 месяца назад +1

    Keep it going man. Really nice stuff

  • @jjackpotc6786
    @jjackpotc6786 3 месяца назад +1

    6:00 " just a little bit better fps " had me wheesing in 4k 🤣

  • @arielshpitzer
    @arielshpitzer 3 месяца назад +8

    This is huge for crowd simulations !

    • @1989johno
      @1989johno 3 месяца назад +1

      assassins creed unit crowd simulations wont be beaten anytime soon.

    • @litjellyfish
      @litjellyfish 3 месяца назад +2

      @@1989johnowhy is that?

    • @xaby996
      @xaby996 3 месяца назад

      ​ custom c++ beats everything

    • @litjellyfish
      @litjellyfish 3 месяца назад +1

      @@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.

  • @ue5cad-engineeringvisions915
    @ue5cad-engineeringvisions915 3 месяца назад +2

    Imagine this in the hands of someone who has professional experience with all this character stuff. Optimized game and all. Good work JS!

    • @Jsfilmz
      @Jsfilmz  3 месяца назад +1

      well u got cdpr makin two games in ue5 and hideo

  • @ClintochX
    @ClintochX 3 месяца назад

    Thanks for this video Man, this is a game changer. The biggest upgrade since the release of UE5 back in 2021

  • @williamminnaar6311
    @williamminnaar6311 3 месяца назад +2

    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!! :)

  • @ujugamestudio
    @ujugamestudio 3 месяца назад +1

    This channel is good for research, love it ❤❤❤

  • @DarkTowerInt
    @DarkTowerInt 3 месяца назад +3

    great content as usual!

    • @Jsfilmz
      @Jsfilmz  3 месяца назад +1

      hurry up with that acf bro

  • @coalescence
    @coalescence 3 месяца назад +3

    Nice, 20 - 25 % improvement over auto lod is more than I expected

  • @HiddenWorldsLLC
    @HiddenWorldsLLC 28 дней назад

    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.

  • @leejin192
    @leejin192 3 месяца назад +1

    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.

  • @hiromichael_ctranddevgames1097
    @hiromichael_ctranddevgames1097 3 месяца назад +1

    Amazing

  • @Fr3akyFrapz
    @Fr3akyFrapz 3 месяца назад +2

    how does this work with metahumans and hair? do you think we will get nanite hair in the future if not already?

  • @litjellyfish
    @litjellyfish 3 месяца назад +1

    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

  • @KomodoBitGames
    @KomodoBitGames Месяц назад

    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

  • @engfo
    @engfo 3 месяца назад +1

    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

    • @Jsfilmz
      @Jsfilmz  3 месяца назад

      those are expensive as sh*t man lol

  • @baileywheatland463
    @baileywheatland463 3 месяца назад

    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?

  • @stephananemaat
    @stephananemaat 3 месяца назад +2

    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.

    • @Jsfilmz
      @Jsfilmz  3 месяца назад +1

      yea in time all of these tech will most likely hit vr i know nanite and lumen is already in vr

  • @TheAventine
    @TheAventine 3 месяца назад +2

    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

    • @litjellyfish
      @litjellyfish 3 месяца назад +2

      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?

    • @Jsfilmz
      @Jsfilmz  3 месяца назад +2

      @@litjellyfish and spacesaving

    • @litjellyfish
      @litjellyfish 3 месяца назад +2

      @@Jsfilmz thanks you answered now my question I had to you in another comment 💚😅

    • @litjellyfish
      @litjellyfish 3 месяца назад

      @@ThreatInteractive overdraw? You mean occlusion culling?

    • @litjellyfish
      @litjellyfish 3 месяца назад

      @@ThreatInteractive ah ok thanks. And wow that is a lot

  • @ConsuetudoGames
    @ConsuetudoGames 2 месяца назад

    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.

  • @trueoutlaw13
    @trueoutlaw13 3 месяца назад +1

    Can't you edit the LOD Group in the Property Matrix to save time, potentially?

  • @ethanwasme4307
    @ethanwasme4307 3 месяца назад

    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

  • @TheRegistrant
    @TheRegistrant 3 месяца назад +1

    Freaking insane every nose hair will be fully modeled soon

  • @the-nomad-show
    @the-nomad-show 3 месяца назад

    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.

  • @PropheticGamesProductions
    @PropheticGamesProductions 3 месяца назад +1

    Wow !!!

  • @kryogenicgames
    @kryogenicgames 3 месяца назад

    yeah same, meta face just crashes editor when you enable nanite, rest of the body was fine. good video as always

  • @Deyvoix
    @Deyvoix 3 месяца назад

    Is the end version?

  • @OverJumpRally
    @OverJumpRally 3 месяца назад +5

    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.

    • @SheqqySully
      @SheqqySully 3 месяца назад

      I think he did this already, check his other videos but I believe that was his initial test.

  • @whirlengine6476
    @whirlengine6476 3 месяца назад +1

    A huge shoutout amount of work you did, just for us to know. 🎉

    • @Jsfilmz
      @Jsfilmz  3 месяца назад

      hahaha yea it was painful on a laptop hahaha

  • @Wrexthor
    @Wrexthor 3 месяца назад +2

    Something i would love to know is how morphs work on nanite skeletal meshes.
    Is that the reason faces didnt work?

    • @Jsfilmz
      @Jsfilmz  3 месяца назад +1

      i believe so that and translucency

  • @Mr_Dee
    @Mr_Dee 3 месяца назад +3

    What about Nanite Displacement on Skeletal mesh. Is that also possible? Would open a lot of new possibilities😜

    • @Jsfilmz
      @Jsfilmz  3 месяца назад +3

      yes its in 5.5 also

    • @litjellyfish
      @litjellyfish 3 месяца назад +2

      Hey leaves this hoarde of zombies with bubbling skin and muscle parts alone will you!?

  • @darkbelg
    @darkbelg 3 месяца назад

    Can't you use like an intel overlay to show performance on a build. Games nexus has a few videos about this.

  • @WarlockSRB
    @WarlockSRB 3 месяца назад

    ...BTW how to install 5.5, it only gives me 5.3!?

  • @rudeboy5000
    @rudeboy5000 3 месяца назад

    That's awesome 😮 i wanna make a horde game like no other 5.5 might be my goto😅

  • @a.aspden
    @a.aspden 3 месяца назад +1

    Doing God's work 🙂

  • @FPChris
    @FPChris 3 месяца назад +1

    Maybe do a packaged build and run MSI Afterburner for an FPS test.

    • @Jsfilmz
      @Jsfilmz  3 месяца назад

      my next one has it

  • @_blackdevilcreations
    @_blackdevilcreations 12 дней назад

    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..

  • @trzarector
    @trzarector 3 месяца назад +1

    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.

    • @kenalpha3
      @kenalpha3 3 месяца назад +1

      [gaming laptop, 16 vram] He said he would put the specs in the comment. I asked last vid too. Dont see it yet.

    • @BlackUniverseProductions
      @BlackUniverseProductions 3 месяца назад +2

      ​@@kenalpha3He pinned his comment at the top

    • @BlackUniverseProductions
      @BlackUniverseProductions 3 месяца назад +1

      Build a custom PC, Laptops are cool but unnecessary unless you travel a lot

    • @OverJumpRally
      @OverJumpRally 3 месяца назад +1

      @@BlackUniverseProductions 100%.

    • @snailone6358
      @snailone6358 3 месяца назад +1

      If I remember correctly he’s using a Lenovo Legion Pro 7 with i9-14900HX and a RTX 4090

  • @StephenMinkin
    @StephenMinkin 3 месяца назад

    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.

    • @Jsfilmz
      @Jsfilmz  3 месяца назад

      1.8 million dragon ruclips.net/video/aNSNNJh1ktE/видео.htmlfeature=shared

  • @meowme7644
    @meowme7644 3 месяца назад +2

    nice vid, thx.
    (only 800 to go 🤞👍👍😊)

    • @Jsfilmz
      @Jsfilmz  3 месяца назад

      So close!

  • @SpicerVr
    @SpicerVr 2 дня назад

    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!!

  • @swrcPATCH
    @swrcPATCH 7 дней назад

    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).

  • @justahumanbeing1578
    @justahumanbeing1578 3 месяца назад

    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

  • @timboslice5351
    @timboslice5351 3 месяца назад +1

    5.5????

    • @thronosstudios
      @thronosstudios 3 месяца назад

      That's what _I'm_ asking. 5.4 isn't even officially out yet. Where in the world did he get 5.5??

  • @edenassos
    @edenassos 3 месяца назад +1

    Those aren't kimonos. They're korean hanboks.

    • @Jsfilmz
      @Jsfilmz  3 месяца назад

      www.cgtrader.com/3d-models/character/clothing/kimono-and-hakama-marvelous-designer-clo-3d-project

    • @HankBaxter
      @HankBaxter 3 месяца назад +1

      Lol

    • @edenassos
      @edenassos 3 месяца назад

      @@Jsfilmz Up close yes that’s a kimono with hakama on top, but in that video it looks purely like a hanbok.

    • @edenassos
      @edenassos 3 месяца назад

      @@HankBaxter Something funny over here? You know more than me about Asian culture? Please educate me.

    • @HankBaxter
      @HankBaxter 3 месяца назад +1

      ​@@edenassos Something is definitely funny over here. 😂 There's always "that internet guy" to point these kinds of things out, and I appreciate that.

  • @victoryhero6895
    @victoryhero6895 3 месяца назад

    Hello, is anybody who is interested in practicing this willing to work with me on a project I am working on?

  • @justindressler5992
    @justindressler5992 3 месяца назад

    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.

    • @pottuvoi2
      @pottuvoi2 3 месяца назад +4

      There is no such thing as fixed function or hardware acceleration for nanite.

    • @justindressler5992
      @justindressler5992 3 месяца назад

      @@pottuvoi2 I thought they had hardware tessellation or something to support nanite

    • @litjellyfish
      @litjellyfish 3 месяца назад +1

      @@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

    • @pottuvoi2
      @pottuvoi2 3 месяца назад +2

      ​@@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.)

    • @pottuvoi2
      @pottuvoi2 3 месяца назад +2

      ​@@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.