UE5 Quick Nanite FPS Test

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Update:

Quickly cobbled something together with mega scans to test Nanite.

Normal models had zero optimizations done to them (no LOD for example) so it's not exactly a fair comparison.

My rig: 4790K + 1070 + 16gb ram

If you want to run the test yourself, here you go (Use 1, 2, 3 to cycle between maps) (1.15gb):

The project file itself (11.16gb):
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Now combine Nanite with DLSS!
It's unbelievable how much inefficient our computation was.
The future of computing is going to be more of smart optimization of software and hardware (using dedicated hardware for a specific task) than pushing silicon to its limits which we're already reaching.

electric
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I experimented with nanite and lumen the last days and its really brilliant tech. But the UE5 Editor still feels like early access. The Editor crashes every few hours, the Quixel Bridge is terrible to use. The grouping system of actors in the outliner is pretty weird, not sure yet, how big teams organize their stuff. Give it two or three more years an we are golden 👌

Zicore
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I feel like a better test would be multiple object prefabs to see how it deals with material swapping, from my understanding simply adding more of the same object will be batched rendered in parallel on the GPU making a much larger map not be that good of a bench mark with the same objects repeating

billycrooks
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ohh idk why but when i enable nanite on trees ue5 5.1 my fps drop 100 to 55 any knows why?

letsplaysomthing
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Is there way to quickly enable nanite for all static meshes?

jedizhawk
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Nanite would be really nice on games like total war or bannerlord with many objects and Charakters. And there is my question. Do Nanite work for animated objekts or charakters?

hemburur
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Coop but there's no explanation as to what's different between the 3 tests, I'm assuming one is mesh, one is nanite, what's the 3rd? And which test is which? Most importantly, which is the one that has the 4 FPS?

fuzzypanda
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Tengo entendido que nanite no se puede usar en objetos en movimiento

andresms
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This means nothing without some scene stats

hupekyser
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did you cap the frames to 60? If you didn't then I assume obs took some of the extra frames

nlknarf
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Meanwhile, you already lost initially 60+ fps by using UE5 LOL which is problematic, laggy and unreasonably demanding. Stick to UE4 with LODs.

chapacubraelderscrollsonli