Nanite meshes in UE 5 look terrible

I think a lot of people think ‘nanite’ means ‘infinite detail the closer you look’

yea but the deal is that everything was fine and then suddenly after i’ve started new project it messed out. Would be much easier to understand if it happened after smthing. Everything worked fine before,perfect meshes without anyt adjusting in settings.

i understand what u talking about , but no. Same meshes … few days ago they where perfect and now they look terrible.

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Ah, could be something else. Are you by chance getting a little red error message sometimes, top left?

Have you tried

r.Streaming.PoolSize 0

also tried that. Didn’t work.I’ve even reinstalled whole windows )) but one thing i remembered that it all started after i upgraded my motherboard bios to the last version. z690 msi if u ask. So after reinstall it didnt help. all of my old projects and new look bad. No red messages btw.

Ok.

Is there some other pattern?

Is it only MS meshes, or everything Nanite or?..

i check another mesh from another project that was 100% good quality before. screenshot below. so the problem persists everywhere, with nanite on and off. i guess its really about motherboard fresh bios update. since all projects are still broken after complete windows reinstall.
Thank you for your reply!

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my friend you still alive? found anything ?

I have nothing else. I doubt it’s your BIOS update.

Which MS mesh is that?

image

Here we can see the result by usuing VT in textures and parent material.
Parent material : M_MS_Default_Fuzz_Material VT

Screenshot 2
Here i follow steps to stop virtual streaming and then change parent material to the same one that have VT but without VT at the end(you can see all of that on screenshot)
Parent material : M_MS_Default_Fuzz_Material

Mesh - Mossy_Rock_Face_tlwxfhrfa from quixel inside of UE, by downloading then pressing “add”

Here we can see with nanite on

Here we can see with nanite off

Yeah, looks the same on my system.

Maybe it’s just not a good example. It looks like it’s gone through some sort of automated process, and come out the other end not looking so groovy.

I think even if it was a good example, you are way too close.

To be honest, these Nanite meshes are so huge and take so long to download, I haven’t looked into it much.

Tundra rocky ground, for instance. The high res edge

becomes this in Nanite

I think the original image was 8K, and there just isn’t anything to work with.

Where it possibly works a lot better, is with models with a lot of geo, like some stuff you can get on the market place. People are sometimes using geo instead of a normal map now.

Not my cup of tea, but… maybe if you’re into arch viz etc.

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Thank you very much for your time,advice and help!!then i’ll just keep going.
Never heared about arch viz, but i will do my research =)

If a marketplace asset specifically says ‘nanite’ in the description, it basically means that the meshes are ridiculously high poly.

For instance

Very high quality models.

Archviz = Architectural Visualization

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I just wanted to add that Nanite’s default import settings don’t always work well. As someone else pointed out, the really glitchy version of the mesh that the OP posted is not a limitation of that mesh’s details. It’s Nanite using the fallback geo all the time. That’s not normal. It’s basically the equivalent of Nanite using LOD 8 instead of LOD 0.

You can adjust the quality of the Fallback mesh by changing the Fallback Type from Auto to Relative Error, and then set the Relative Error to a smaller number like .05.
Keep in mind, this is still not addressing the issue that it’s presenting the Fallback mesh as the detail mesh. The reasons it would do this are if your RHI is not set to DX 12, or if your mesh is using an incompatible material (the material has to have Nanite enabled as well), or if you’re using a feature that’s not supported by Nanite like Translucency, or some other GPU related issue.

Nanite actually is pretty much an infinite detail system contrary to what other people have said, provided it’s working properly and your hardware supports it. The idea is that Nanite simply takes care of the LODs for you automagically. If your mesh looks like crap, it’s almost always because nanite is using the fallback mesh in place of your detail mesh.

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