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Epic's Unreal Optimization Disaster | Why Nanite Tanks Performance!

Threat Interactive

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  • Recommended by 3 people: 3 in engineering communities.
  • An opinion. It argues one side of a question engineers disagree on.

Intermediate. Assumes working knowledge.

441K views2 years ago3 recommendations

Game developmentGraphics and audioUnity, Unreal and GodotRenderingPerformance and optimization

An analysis of Unreal Engine 5's Nanite technology explains why its rendering approach can degrade performance compared to traditional level-of-detail techniques.

In this video, we dive into how Unreal Engine 5's Nanite technology is dragging down your game's performance and debunk misleading claims made to convince you it’s superior to traditional rendering. This is a crucial topic for both gamers and developers and we offer a unique insight that aims to change how you understand mesh rendering and potential we could be exploiting in 9th generation hardware. Thank you! Chapters: Intro & Current Research: Debunking Nanite Poly Myth: Why is Nanite Slower?: LODs & Topology Performance: Temporal Aliasing & Performance Connection: Nanite vs Traditional Quad Cost Per Pixel: The Downward Performance Spiral: Debunking Lies About Nanite Skeletal Meshes: Why Draw Calls Are Not an Excuse For Using Nanite: Better Systems Could Exist: How Epic Devs Are Neglecting Optimization Support: Good News: Mitigating LOD pop properly vs Nanite: Studios and Consumers Need a Quality Compromise: Why AI Should Replace the Nanite Workflow: Why Nvidia Wouldn't Want to Get Involved: If You Can't Win, Make Competition Worthless: Support Us!: Outro: Our Website: threatinteractive.wordpress.com Updated Mega Thread: forums.unrealengine.com/t/nanite-performance-is-not-better-t… For Updates or Questions, contact our studio or founder on with these links: Threat Interactive: Email: ThreatInteractive@gmail.com Twitter: x.com/ThreatInteract Reddit: reddit.com/user/ThreatInteractive/ Studio Founder: Twitter: x.com/TheKevinJimenez Credits: humus.name/index.php?page=Comments&ID=228 IGNORE TAGS! ------------------------------------------------------ 1080p, 1440p, temporal anti-aliasing, TAA, TSR, MSAA, SMAA, FXAA, CMAA 2, Topology, Surface Area, Optimization, PS4, Video Games, Gaming.

Why it's here

3 people recommend this

What people say. Recommended as a critical analysis of Nanite's performance trade-offs compared to traditional level-of-detail techniques.

Moments people linked to

u/ThatMakesMeM0istin r/GraphicsProgramming • Recommends

On “UE5's Nanite implementation in WebGPU”

Except there are multiple benchmarks comparing Nanite to LODs and Nanite loses in every case except when you max out quad overdraw till it shows mostly green. https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218 link to this video

u/JohnnyQuantin r/gameenginedevs • Recommends

On “Ayo chat please explain this one”

There is also a lot of hate for UE5 now for all the unoptimized stuff they are shoveling. [(167) Epic's Unreal Optimization Disaster | Why Nanite Tanks Performance! - YouTube] Cryengine has its strengths, always had (but it was never good for games like Start Citizen just chosen by the incompetent management). On the other hand,Prey was done in Cryengine and still holds up. Anyway, to conclude my (and your) incoherent thoughts: haters gonna hate.

u/Civil_Medium_3032in r/programming • Recommends

On “Coding standards for Unreal Engine”

Yeah this game dev world is way bigger than I thought like some kind of underworld mafia with more than meets the surface. I was a strong supporter of unreal before but I also just stumbled upon this video and it makes me question a lot of things: link to this video

u/TrueNextGenin r/GraphicsProgramming • Mentions

On “Efficient culling”

# Efficient culling Okay, well the whole reason we have culling is to reduce draw calls,and single pixel overdraw. Small objects will bloat Early Z and not even occlude objects (if not right up to the camera, which is why you would want a value to represent this) and if your animated objects are distance and small on screen, and have a relatively small amount per-pixel cost(material cost/instruction cost,rendering method), it shouldn't have a major perf impact. Ofc this isn't the same if you have hundreds of animated objects on screen which also causes bad quad overdraw in that case you would want quadless software rendering. Have the CPU work on your best occluders such a…
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