Nanite Triangle view mode not working

Hi, I just recently installed unreal 5.1 so I can try nanite on foliage, but when I change the view mode to nanite triangles, the view doesn’t change, it looks like it stays in Lit mode. Any ideas?

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projecte settings -------RHI-----Vulkan

I’ve tried. It works with 5.0.2, I guess 5.1 is just too experimental

Windows version? You would already need it for Nanite in 5.0.2 but worth a shot (easier to test with Nanite on a cube instead of foliage to see if it’s working):

  • For Windows 10 Version (OS.build) 1909, the revision number should exceed or be equal to .1350
  • For Windows 10 Version 2004 and 20H2, the revision number should exceed or be equal to .789

Correct:
|329px;x123px;

Too old:
|416px;x123px;

I’ve tried with everything, including quixel nanite assets. But I’m on the latest version of AMD drivers (RX6600 v. 22.5.1) and latest version of windows 11 21h2 OS build 22000.778

Is ‘standard’ nanite working without foliage?

Like you mean just anything that isn’t foliage? No. Nothing works with nanite on 5.1 for me.

Shader Model 6 checkbox?

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Unfortunately I started to recompile before you started helping me, I don’t know maybe something went wrong. So I’ll have to wait a while to check…

It was not checked. Checking it causes unreal to crash though

>	[Inline Frame] UnrealEditor-D3D12RHI.dll!D3D12RHI::VerifyD3D12Result::__l26::<lambda_e1049ec3da6cb8d54b6a3da220629c03>::()::__l9::<lambda_dfbf0809dd9740644f2c24e3b9fa0573>::operator()() Line 877	C++
 	[Inline Frame] UnrealEditor-D3D12RHI.dll!D3D12RHI::VerifyD3D12Result::__l26::<lambda_e1049ec3da6cb8d54b6a3da220629c03>::operator()(const FLogCategoryLogD3D12RHI &) Line 877	C++
 	UnrealEditor-D3D12RHI.dll!DispatchCheckVerify<void,<lambda_e1049ec3da6cb8d54b6a3da220629c03>,FLogCategoryLogD3D12RHI,wchar_t [40],wchar_t *,wchar_t *,unsigned int,wchar_t const *,wchar_t const *>(D3D12RHI::VerifyD3D12Result::__l26::<lambda_e1049ec3da6cb8d54b6a3da220629c03> && Inner, const FLogCategoryLogD3D12RHI & <Args_0>, const wchar_t[40] & <Args_1>, wchar_t * const & <Args_2>, wchar_t * const & <Args_3>, const unsigned int & <Args_4>, const wchar_t * const & <Args_5>, const wchar_t * const & <Args_6>) Line 170	C++
 	UnrealEditor-D3D12RHI.dll!D3D12RHI::VerifyD3D12Result(HRESULT D3DResult, const char * Code, const char * Filename, unsigned int Line, ID3D12Device * Device, FString Message) Line 877	C++
 	[Inline Frame] UnrealEditor-D3D12RHI.dll!FD3D12ScopeMap<unsigned __int64>::{ctor}(FD3D12Resource * pInResource, const unsigned int) Line 1417	C++
 	UnrealEditor-D3D12RHI.dll!FD3D12BufferedGPUTiming::GetTiming(bool bGetCurrentResultsAndBlock) Line 1062	C++
 	UnrealEditor-D3D12RHI.dll!D3D12RHI::FD3DGPUProfiler::EndFrame(FD3D12DynamicRHI * InRHI) Line 93	C++
 	UnrealEditor-D3D12RHI.dll!FD3D12CommandContextBase::RHIEndFrame() Line 681	C++
 	[Inline Frame] UnrealEditor-RHI.dll!FRHICommandEndFrame::Execute(FRHICommandListBase &) Line 740	C++
 	UnrealEditor-RHI.dll!FRHICommand<FRHICommandEndFrame,FRHICommandEndFrameString2002>::ExecuteAndDestruct(FRHICommandListBase & CmdList, FRHICommandListDebugContext & Context) Line 851	C++
 	UnrealEditor-RHI.dll!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase & CmdList) Line 510	C++
 	UnrealEditor-RHI.dll!FExecuteRHIThreadTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 572	C++
 	UnrealEditor-RHI.dll!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 1336	C++
 	[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 938	C++
 	UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 760	C++
 	UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 649	C++
 	UnrealEditor-RenderCore.dll!FRHIThread::Run() Line 325	C++
 	UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 149	C++
 	UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 71	C++
 	[External Code]	

Nanite needs SH6 to run. I’m not so firm with AMD GPUs but it should support it (google). Did you check 5.0.2 recently? It should have the same requirements and probably be easier to test.

Yes, just checked. SM6 is enabled and nanite visualizations are working on 5.0.2. Guess I’ll just have to wait for a stable release.

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