Asset Optimization

Hi all, quick question:
Let’s say I want to create a visualization for an apartment/house/building, but I want it to run well on older computer as well. What kind of optimization would be better, LODs or nanites? How would you prioritize one method over the other? What tools would you use to check your outcome?

There’s no debate here. LODs.

It’s not rocket science. Even slightly out of date cards like 1050/1080 can’t do anything with Nanite.

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Check real world examples on GTX1060 YouTube
The frame-count doesn’t twitch. Also keep in mind that the idea of Nanites is that it could actually save disk space in some cases too. If you are to have several hi and low-poly LODs + normal maps could be equal or usually greater in size than just a single optimized mesh. For visualization of apartment/interior - my guess is that LODs are not that efficient to begin with. Depend on the size of the interior of course. But LODs are for landscapes and open spaces. Small projects like house/interior could usually even go without such optimization - because the geometry of a architecture usually is not heavy.

Not so fast

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All I know, is it won’t work on a 1050Ti… :slight_smile:

Well that last one is 1050Ti ! :grinning: the guy torture it to extreme, but this is not realistic situation anyway. And there is big difference between developing with 1050Ti and playing the compiled version.

Nanite runs in its own rendering pass that completely bypasses traditional draw calls. LOD still uses draw calls. So the performance of Nanite should win. Also Nanite’s data is streamed only on demand so that only visible detail needs to reside in memory. My guess is that this differs from the traditional frustum culling - (where not just chunks like in Nanite) - but everything in the view is displayed. Also the Nanite is not that Vram intense, actually it is more hard-drive dependent. But this will have effect if you are to use some very heavy geometry.

I did my own tests. Basically you have to reach the point where you’re getting about 3 fps before Nanite kicks in. And then it takes it back up to about 20.

That’s no good for a game you intend to release.

Works fine with 1060 though, but most people have a much more inferior card.

this is strange… Nanite shoudn’t “kicks in” or out. Of course old drivers and systems like windows 7/8 could be a problem, as well some really old cards.

Nope :slight_smile: Windows 11, GTX 1050Ti. I dragging high poly mesh into the level. FPS tanks absolutely, until it reaches a ridiculous amount of polys, and then sort of levels out a bit…

( might have been a 1040, can’t recall now )