In this video, we dive into how Unreal Engine 5’s Nanite technology is dragging down your game’s performance and debunk misleading claims made to convince you it’s superior to traditional rendering.
This is a crucial topic for both gamers and developers and we offer a unique insight that aims to change how you understand mesh rendering and potential we could be exploiting in 9th generation hardware. Thank you!
Chapters:
Intro & Current Research: 0:00
Debunking Nanite Poly Myth: 0:33
Why is Nanite Slower?: 1:49
LODs & Topology Performance: 3:24
Temporal Aliasing & Performance Connection: 4:06
Nanite vs Traditional Quad Cost Per Pixel: 4:28
The Downward Performance Spiral: 5:13
Debunking Lies About Nanite Skeletal Meshes: 5:38
Why Draw Calls Are Not an Excuse For Using Nanite: 6:58
Better Systems Could Exist: 7:44
How Epic Devs Are Neglecting Optimization Support: 8:06
Good News: 8:39
Mitigating LOD pop properly vs Nanite: 9:07
Studios and Consumers Need a Quality Compromise: 9:54
Why AI Should Replace the Nanite Workflow: 10:19
Why Nvidia Wouldn’t Want to Get Involved: 11:24
If You Can’t Win, Make Competition Worthless: 12:17
Support Us!: 12:34
Outro: 12:52
Our Website: https://threatinteractive.wordpress.com
Updated Mega Thread:
https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218
For Updates or Questions, contact our studio or founder on with these links:
Threat Interactive:
Email: ThreatInteractive@gmail.com
Twitter: https://x.com/ThreatInteract
Reddit: https://www.reddit.com/user/ThreatInteractive/
Studio Founder:
Twitter: https://x.com/TheKevinJimenez
Credits:
https://www.humus.name/index.php?page=Comments&ID=228
IGNORE TAGS!
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1080p, 1440p, temporal anti-aliasing, TAA, TSR, MSAA, SMAA, FXAA, CMAA 2, Topology, Surface Area, Optimization, PS4, Video Games, Gaming.
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31 comments
Thank you so much for your support!
1. As always, watch our videos in 4k (as in streaming settings) to see our comparison details through Youtube compression.
2. Please remember to subscribe so we can socially compete with leading tech influencers who push poor technology on to everyday consumers. Help us spread REAL data, empowering consumers to push back against studios that blame your sufficient hardware!
* RESPONSE TO COMMUNITY QUESTIONS:
1. We've repeatedly seen comments attempting to explain how Nanite works; arguing that quad overdraw isn't relevant. That's the whole point of the video. Comparing Nanite (which doesn't use quads) to quad overdraw is the only contextually fair comparison.
Additionally many have claimed that Nanite has a "large but flat and consistent cost". This is utterly false. Nanite can and does suffer from its own form of overdraw (though not quad related). A major issue that people are missing involves Virtual Shadow Maps. Which are tied to Nanite.
Nanite's shadow method not only re-renders your digital scenes at massive resolutions but these maps are also re-drawn under basic scenarios typical in games. Such as moving the CAMERA's position, shifting the SUN/MOON, or having moving objects or characters spread across your scene. Does that SOUND like good performance to you? News flash…It's not.
Even Epic Games admitted VSMs were terrible for Fortnite but instead accepting it wasn't fundamentally a good fit. They "bit the bullet" and use it anyway. But they didn't really bite anything...consumers did.
2. To those defending Nanite because it saves on development time. We are fully aware of that. We have constantly stated this in previous videos and comments. We have also said this is a great thing to work towards.
What these ignorant people fail to grasp is that Nanite is a FORCED alternative, due to a workflow deficiency in legitimate optimization for meshes.
3. Like we stated in our ‘Fake Optimization Video’, Pro-Nanite users fail to recognize the CONTRADICTION Nanite causes in "visual fidelity".
If you are using a technology that has such a massive domino effect on performance that you end up having to use a blurry, detail-crushing temporal upscaler to fix performance then you end up smearing all the detail anyway for a distorted presentation. Then if you were to explore CHEAP deferred MSAA options. All that subpixel detail possible in Nanite and VSM's gross use of soft shadow sampling is promoting temporal aliasing/reliance on flawed TAA/SS.
4: The test shown at 3:36 shows a workflow deficiency rather than an implementation issue. Unreal does support per-instance LOD selection but the engine defaults to ISM(Instanced Static Meshes) which doesn't support per instance LODs. But UE5's HISM(Hierarchical Instanced Static Meshes) does but the developers have not made this as accessible and have not produced a system that combines all these meshes with precomputed asset separation culling. Before some people complain about "duplicated" assets and increased file size, we encourage viewers to research how Spider-Man PS4's open worlds where managed.
I dislike when developers are too high on their horse that they won't listen to someone calling out a problem with their products.
If the industry is going to force RT, they have to optimize, have to. Or they will lose on sales strictly because people can’t play.
Some devs have said this is the same thing that happened with introducing having a discrete gpu as a requirement. I highly disagree with this assessment. Why? Because RT has a negative impact on performance to making lighting “easier” for devs to where they don’t have to bake it.
Ofcorse if you make your own highly optimised engine and assets it will run better then nanite and lumen but only the big devs have the money and manpower for that.
Giving these tools to all devs is a good thing
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