What is better for performance? Parallax mapping or nanite mesh with a lot of polys?

Somewhat on topic - does anyone know details about nanite tessellation ? How do they work ? It seems it doesn’t have a precompute step. You just activate the command and instantly the mesh is tessellated and deformed.

Can you adjust the subdivisions ? As in - adjusting the quality.

Because this instant displacement seems to solve a problem I thought I need to solve by buying 128 GB RAM just so I can displace rocks and large things in 3ds max. I tested the offline displacement speed in Unreal 5.2 - but it was equally as slow as 3ds max but with less control on the quality and details. So I figured I need to take the mesh in 3ds max , add displacement - wait for 10 minutes or more until 3ds max calculates the thing, and using 40 GB or more of RAM, and then export to Unreal.

But this instant displacement / tessellation seem to bypass all this heavy workflow.

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