Unreal Engine 5.5 Nanite Skeletal Mesh On vs Off

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Unreal Engine 5.5 Nanite Skeletal Mesh On vs Off

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@UnrealEngine #ue5 #unrealengine5 #nanite #naniteskeletalmesh
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I honestly did not expect this result. If you are gonna try this with your own rig comment the performance you got and specs.
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Jsfilmz
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Fantastic.. this is going to make skeletal mesh crowds so much easier and better.. bring on the crowd battles in Unreal.

Tricky_D
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Ayyy you did it brother. Appreciate it a lot.

Pretty insane result too. Probably such a big difference due to overdraw not being an issue anymore with nanite, but holy crap, high quality crowds might actually be a thing now.

johncallof
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Now that you've mentioned Cyberpunk I think that it's entirely possible that CD Project is helping with those changes. I mean that was their deal with Epic, to help push the engine forward. Same as The Coalition. And all of the sudden we are getting better multithread support in 5.4 and now this in 5.5.
Pretty good stuff, and makes me feel optimistic about Witcher 4 and Cyberpunk 2.

jonzie
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That is amazing with animations. This on a laptop and getting >60fps opens up for a lot of new games. Thank you for animating the characters.

SunSin
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The Matrix demo can now have more npcs.

josiahmos
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Nanite is incredible. I need to look into how the algorithm works.

robbie_
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Nanite for Skeletal Meshes is awesome, imagine displacement or tessellation, there will be so much possible, my 2 cents 🤪

StyleMarshall
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WOW! We’re finally almost there! Any way you can do a video where the controlled character is a couple million polygons? Maybe have 100 of them and see how the experimental skeletal mesh handles it? The character model in this video is nice but current gen games like forspoken is almost pushing 1 million polygons for the main character.

Residentevilfan
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Damn big battles and crowds for more realism. Awesome. Thanks!

a.aspden
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How does this interact / work with the Skeletal Mesh LOD system because that's not just about reducing Polys but you can also use it to remove bones / morph targets etc at different LOD distances?

shannenmr
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Now Unreal needs to be able to handle thousands of skeletal meshes and a new total war -style game will be possible

hocestbellumchannel
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Epic living up to its name. Can see a new Dynasty Warriors coming in hot with this feature.

Native_Creation
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I was hoping for SK Instancing for a while, but this is even more exciting.

Cpt.Tripps
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Cant wait! A laptop running all of those actors?....crazy. And you're almost at 100K. Gratz! You'll blow past that b4 5.4 launches.

coulterjb
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Makes sense considering it means that characters far away would have far fewer vertices to move around thanks to how Nanite works

Sweenus
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This is huge, I been waiting for this day.

Gruryd
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Thanks, each time you share new features and awesome things about ue5, respect!

luhkopetr
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Did your original skeletal mesh example have a full range of LODs created for them? If they only had LOD0, then that could explain the slower framerate. Of course, not having to worry about making LODs any longer is a huge plus for Nanite and another memory savings. Also curious about Morph Targets, Bone reduction, Grooms, etc. Great start though.

RandyCroucher
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I was wondering when they would do this. Finally. I got tired of metahumans taking longer to load in. But it is my laptop, I guess

Prahinsfilms