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!
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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
Updated Mega Thread:
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For Updates or Questions, contact our studio or founder on with these links:
Threat Interactive:
Email: ThreatInteractive@gmail.com
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Studio Founder:
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Credits:
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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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