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Large Scale Animated Foliage in The Witcher 4 Unreal Engine 5 Tech Demo | Unreal Fest Stockholm 2025

Unreal Engine

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Advanced. Deep dive for people who know the field.

69K views11 months ago1 recommendation

Graphics and audioGame developmentRenderingUnity, Unreal and Godot

A technical presentation from Unreal Fest Stockholm on rendering large-scale animated forests using Nanite foliage, voxels, and assemblies.

In this session recorded at Unreal Fest Stockholm, we explore the challenges of rendering large-scale animated forests in The Witcher 4 Unreal Engine 5 Tech Demo, and how they were ultimately solved. We also show a few of the attempts along the way before Nanite Foliage with Voxels and Assemblies took shape. This will cover how the Nanite Skeletal Mesh Animation Instancing Wind works in conjunction with Assemblies; and how we dealt with shadows, ray tracing, and instancing in the far field. We also touch on what the plans are for wind as an engine feature, building on the learnings from the demo. Learn more about Unreal Engine here: unrealengine.com #Witcher4UnrealEngine5TechDemo, #NaniteFoliage, #NaniteSkeletalMeshAnimation, #Assemblies, #UnrealEngine, #UE5, #UnrealFestStockholm

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What people say. Recommended for its deep dive into Nanite foliage and skeletal mesh animation instancing in Unreal Engine 5.

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u/RedditUser8007in r/GraphicsProgramming • Recommends

On “Building an SDF game engine”

The PS4 game Dreams used NDFs (Sparse Distance Fields). There are some videos about how they implemented it: [video It allows zooming really close up to objects and they still hold their detail: [video It made it really easy to allow players to sculpt objects in-game, there were some impressive games sculpted using the PS4 controller: [video That engine runs on a PS4 (\~1TFLOPs). Nanite foliage (Witcher 4) is using sub-pixel voxel representation, aiming for PS5: [video Typical gaming hardware is around the same as PS5 so should be able to use these techniques, it's a case of getting the data structures right, culling and minimal processing on data far from the camera. A Dre…
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