Nanite foliage for open world

As a business game engine, there’s nothing wrong with using gimmick to attract more users, but for a new team like ours, it’s easy to put too much faith in the rhetoric.

Lumen and Nanite caused a huge disaster for our team’s project management and we didn’t know until it was too late that something was wrong.

I think this problem is caused by the fact that on the one hand, the demo of Unreal engine raised our expectations of the picture, but we did not have the engine team with the technical ability to match it. On the other hand, UE launched these experimental technologies too early, and if the development team used these immature technologies, it would be difficult to maintain their extended version of the engine. Especially if you run into bugs, you either have to wait for an official fix, or you spend a lot of time and effort trying to fix the problem yourself, which will be wasted in the next engine release.

In recent years, I feel that the Unreal Engine has gradually shifted its focus to the movie and virtual production industry, and on the game side, it’s more about taking care of the business needs of Fortnite, but on top of that, Epic team has a huge community to manage, so it’s hard to keep up with all the technical details.

Dude, I’ve been following you, it feels like we’re having the same experience with Unreal Engine 5, lol, it feels like we both have a love-hate relationship with it.

Forgive me, my English is very poor, these words are generated by translation software.

To help more people avoid this kind of problem, I wrote this document:

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