Nanite and Displacement/Tesselation?

Cool, now I can’t create automatic hanging ice materials, for example ;(

I’m using the Ultra Dynamic Weather plugin ATM. Awesome plugin and works well in UE5 but it uses runtime tessellation to animate splashes in puddles and tracks in snow when the character moves. So this feature doesn’t work : )

Any ideas how to deform a landscape in real time in UE5? I’m looking at the virtual heightmap option ATM but not sure it’s a workable solution, particularly for a large landscapes that use world partition.

The same function would be Nanite with world position offset (highpoly mesh with adaptive (de)tessalation). I hope at least this will be in the near future. Basically, they don’t need to make do tessalation, except for the landscape.

So I understand that Epic is working on tessellation for Nanite, according to some of their livestreams

But I don’t understand why they would remove tessellation from all materials, even for materials on regular non-Nanite static meshes. seems odd, I wish they would’ve kept it in there, we have lots of dynamically generated stuff tessellating on static meshes. I wouldn’t mind keeping those non-Nanite but now they don’t tessellate at all

Wow, I didn’t know this, I was just about to start using a UE4 tessellated Mat for a UE5 project.
Now I don’t have to scratch my head for half an hour :grinning:

Tessellation in UE was never the most performant, and could mess up how Nanite works so I understand no support for that.

But as many have pointed out, in multiple threads, a lack of some kind of drop in replacement is the biggest issue many seem to have for UE5. The use cases here are also so numerous they’re hard to keep track of. Water, deformable snow, other animated materials like stylized clouds, texture based displacement maps. Ideally it’d work on nanite meshes of course, and with Lumen, and play nicely with decals and such; and someone somewhere definitely wants to use it on transparent materials other than just water; dynamic ice materials driven by blueprints or somesuch come to mind immediately.

That’s a lot.

Yes I would’ve thought that they’d keep tessellation on non-Nanite, just for backwards compatibility if nothing else, and then we wait and see how the new Nanite workflow eventually gets sorted out. I imagine there must be some crazy technical reason behind the scenes that we don’t know about perhaps

I’ve been working on snow displacement for my UE4 project, and was devastated that it doesn’t work with UE5.

I’ve tried to work with Virtual Height Mesh, but there aren’t really any tutorials for UE5 snow/sand displacement.

+1 To add legacy tessellation back

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+1 add legacy tessellation back

I am uninstalling UE5. Nanite is NOT a replacement for displacement.
Did Epic just forget about SkeletalMesh? My project just became 1000% more complex. This is awful.

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Dear Epic give users to choice - Use Nanite or Tessellation! +1 to Tessellation

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Just in case i post here too, it is news on main unrealengine.com website too with some info. Black Myth: Wukong wows with UE5 early access visuals - Unreal Engine
Black Myth: Wukong | Game Profile | Unreal Engine - YouTube

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And how about the rocky ground or bricks? I’m not going to sculpt the floor and walls just because Nanite can display infinite geometry, and how are we supposed to do randomization? 1+ for working smart than working hard.

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Any news on this? It’s very strange to me that they removed tesselation with absolutely no replacement.

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I have started a petition to help save Tessellation.
It’s removal is forced and it is invaluable for stuff like procedural mesh generation with small details.
https://chng.it/fghpbN8psV

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+1 to what others have said. I can’t believe this isn’t around anymore.

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This is some sort of bad joke that epic would be so disconnected from how people use there engine to think removing tessellation would be okay.

Any updates on this? Is there any way to animate vertex displacement in UE 5.1?

In Unreal5, there was no way for me to update the Displacemen/Tesselation in runtime by changing the sampling texture in real time

Unreal 5.1 adds worldposition offset to nanite.

As one who had beat the drum on tessellation, trust me: we’re not getting it back. It’s JUST too expensive to maintain at the code-level & expensive @ runtime. From what I have been able to glean, it’s something that requires constant maintenance owing to the changing landscape or card-drivers as well as differing implementations across differing hardware; it’s just a time-consuming mess to keep going.

YES, I agree it is/was awesome for what it did, but even when it was introduced into cards, it was only intended as a stop-gap solution until cards could handle higher mesh-densities.

But were not getting it back.

And no, Nanite is not a replacement it’s a step to the side that does much of what tessellation could offer us, but in a different way. In that sense it’s not going to ever be a 1:1 solution for what people are looking for…

Let it go, Raise the Parting Glass to make a toast, and step into the future…

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