I would have bought it immediately because it’s very realistic . But in the demo, you can clearly see that the leaves are detaching from the trees even with a little wind. I hope you fix it soon.
Hi, thanks for the feedback.
The demo is optimized using Unreal’s reduction settings, and all leaves are correctly attached in the original assets. If you look at the cluster view, you’ll see that it wouldn’t appear that way if it weren’t the case.
In the demo, the assets are reduced to around 30% of their original triangles for performance purposes. At that level, some minor detachment can appear, which is expected. In the upcoming documentation, I’ll explain how to decimate or not decimate the assets depending on your needs, as Nanite optimization requires a very specific workflow that I’ve been refining extensively.
Regarding wind, Nanite is not meant to be used with World Position Offset. Skinning support for Nanite is planned and should arrive with Unreal Engine 5.7, which will allow for proper vertex animation without these limitations.
Here are some screenshots:
For realistic movement on foliage, especially if you’re using nanite, you should use Pivot Painter 2, not WPO. Although it’s more expensive, it’s worth it, and you certainly don’t need skeletal mesh. See more foliage assets with nanite in Fab.
Soon.
I tested the demo earlier on a PC with a Ryzen 7600X, RTX 4070, and 64 GB of RAM. Unfortunately, the performance was quite disappointing, staying around 35–40 fps in a forest area that essentially feels like a corridor. In addition, the wind effects appeared unnatural, and the vegetation exhibited constant flickering, which was very distracting. Under these conditions, I wouldn’t feel comfortable purchasing the product. If a 4070 struggles to run such a small demo this poorly, it raises serious concerns about how it could perform in an open-world environment.
Hey, just to clarify a few things, the demo actually comes with 2 versions an ‘Ultra’ build and a lighter ‘Performance’ version. We’ve tested it on weaker hardware than yours and it ran fine, though of course not in 4K. Keep in mind that running dense Nanite forests with Lumen at high resolution is going to hit performance hard, regardless of the GPU.
Some of the issues you mention (flickering, wind artifacts) are more tied to current engine limitations than the assets themselves. For now, WPO is the only way to handle wind in foliage, and that naturally brings some limitations. Unreal 5.7’s upcoming Foliage Assembly system will change that and address most of these issues.
That said, next time it might be more constructive to share your setup and ask in the Discord (link’s in the description) instead of assuming the assets are the issue. That way we can actually help you get the most out of them. And if you want to see a real case, there’s also the YouTube channel linked on the product page the tutorial there isn’t pre rendered and shows how it runs in a much bigger map.