I was so hoping that Nanite would work in my game when I read that it should also work with masked materials in UE5.1.
Now the 5.1 preview is out and of course I had to test it right away, but to my disillusionment nearly nothing I set out to do is possible with nanite…
My last hope is that it’s all just bugged, but I don’t really believe anymore that I can implement my dream project with the latest features of the engine.
The only thing that works is Lumen, but that also eats up to 75% of the power on my computer…
Stone building with nanite, wood without…
The birch, which is flying around has also nanite activated.
If the trunk doesn’t sway in the wind, there are no problems with nanite foliage…
You’ve fallen victim to the Nanite hype. You don’t even need it here.
You only need Nanite if you have A LOT of meshes in view ( like thousands ). And we already have instancing for foliage, you don’t need Nanite there either.
Yeah I know, currently it´s not needed ^^
But it would make my life easier, because I have planned much more than what you see in the video…
I hope I never get performance problems, but if I do, then I’ll have to come up with detours again.
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If you put Nanite houses in your level, you will get a worse frame rate than if they were just normal meshes. Unless you have a very large number of them…
Ok, I had no difference in performance between 5.0 and 5.1, maybe because they are not just houses, because they were made out of different meshes?
It´s a survival, you can build whatever you want, it´s everything modular, all the meshes in the scene have 2-4k tris and you will be able to see a whole town built by yourself…
I have sent you a PM ^^
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Just trying to get my head round this. So having say 10,000 tree’s in Scene, using foliage instance is as good as Nanite supported foliage? or i am miss understanding?
I would say that’s a fair guess. Nothing beats actually trying it, when Nanite supports foliage, that is…
I think (?) you can use both at the same time ( totally not sure ).
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