Nanite Stress Test in Unreal Engine 5

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Lively Geek

Lively Geek

2 жыл бұрын

In episode 12 of the UE5 game development series, we'll take another look at Nanite and how well it scales with various configurations, including worlds with hundreds of billions of triangles. We'll also briefly look at how Lumen performs with a large amount of geometry in the world.
UEStress Project - github.com/LivelyGeek/UEStress
Twitter - / livelygeek
Nanite Docs - docs.unrealengine.com/5.0/en-...
Nanite Overview - • Nanite | Inside Unreal
Nanite Deep Dive - • A Deep Dive into Nanit...

Пікірлер: 112
@Zerobytexai
@Zerobytexai 2 жыл бұрын
I appreciate this video even more seeing how you're only using a 1080 so we get a realistic, sort of average performance idea of what many of us would experienced. It wouldn't quite be as useful if you were using a 3090 which most of us will not have. Thank you for this real world test!
@Sift11
@Sift11 2 жыл бұрын
however, considering both consoles use rdna 2, and UE has hardware accelerated ray tracing, the RT performance would be considerably better than demo'd here, as the 1080 doesn't have rt hardware acceleration
@parker02311
@parker02311 2 жыл бұрын
Makes me want to try this on my computer so I can test it with a 3090
@GuardiaNES420
@GuardiaNES420 2 жыл бұрын
1080 is far above average
@Sift11
@Sift11 2 жыл бұрын
@@GuardiaNES420 not compared to consoles - the ps5 equivalent graphics card is the rx 5700xt or 2070 super, both of which are more powerful than the 1080, and both of which have hardware ray tracing acceleration. therefore, as most games are developed with consoles primarily in mind, those are the specs they will target. Because they have RT acceleration, lumen will have far better performance than shown in this video, due to the 1080 used in the video not having hardware acceleration
@dmrm2161
@dmrm2161 2 жыл бұрын
"you're only using a 1080 ". You are a joke.
@blablabla1196
@blablabla1196 2 жыл бұрын
I mean the fact that you were able to get good performance with 600B triangles, without a 3090, is more than enough room to make a great game. Using Unity, it struggles with 3M lol
@JorgetePanete
@JorgetePanete 2 жыл бұрын
Some guy is making its own Nanite on Unity 👀
@DylozWitty
@DylozWitty Жыл бұрын
@@JorgetePanete I feel like no matter what, Unreal engine will always be one step ahead of Unity, atleast for realistic scenes (most other things are a different story)
@DeletedDevilDeletedAngel
@DeletedDevilDeletedAngel Жыл бұрын
@@DylozWitty tbh you could use Unreal Engine and try to make a 2D game and be able to make a billion triangles with sick graphics and a good 2D game
@josephturgoose7470
@josephturgoose7470 2 жыл бұрын
So in other words, this still-in-testing version of nanite has basically no problem using a trillion triangles in a single level. The only thing that really caused the system to fail a little bit was the power used to keep up with the instances and other memory issues. That is amazing 🤯 sure, this is probably a very nice computer, but just imagine what we could get to with another system on top of this that was able to support memory just as good as nanite supports geometry counts. This is incredible!
@PanSkrzynka_
@PanSkrzynka_ 2 жыл бұрын
Currently nanites have some problems, mainly in generating dynamic scenes with plants. Thare is a reason why every nanite demo is on desert or in town :P
@Wobbothe3rd
@Wobbothe3rd 2 жыл бұрын
Instances are the new triangles
@farrex0
@farrex0 2 жыл бұрын
@@PanSkrzynka_ Ofc, they said it only works with static meshes. It is a dynamic LOD system after all. Something that is animated and or deforms wouldn't be able to use the dynamic system properly. But if nanite takes a lot of the stress out, one is able to give more geo to plants.
@JorgetePanete
@JorgetePanete 2 жыл бұрын
the new UE5's ECS (Mass) is like Unity's DOTS, and was the missing part of the puzzle
@JorgetePanete
@JorgetePanete 2 жыл бұрын
@@farrex0 their plan is "Nanite everything", I hope to see that some year
@siegekeebs
@siegekeebs 2 жыл бұрын
I'd really like to see this done with more complex textures to see how that effects this instead of a simple white texture
@noxotron5065
@noxotron5065 2 жыл бұрын
Thanks for the in depth testing! Especially with all the combinations of duplicated mesh types. Very useful information.
@fryser007
@fryser007 2 жыл бұрын
The real stress test video I was looking for... Good job!
@ashoakenfold
@ashoakenfold 2 жыл бұрын
That was an entertaining breakdown. Cheers.
@LivelyGeekGames
@LivelyGeekGames 2 жыл бұрын
Thanks!
@C_Corpze
@C_Corpze 2 жыл бұрын
Wow, I’m mind blown. Nanite is OP.
@Keepit10011
@Keepit10011 2 жыл бұрын
And you pushed the lighting quality! Thank you.
@RandomClips22023
@RandomClips22023 2 жыл бұрын
Nanite will be a bigger leap than DLSS or RTX.
@YearningCpp
@YearningCpp 2 жыл бұрын
Incredible engine, and incredible content ! keep it up !
@LivelyGeekGames
@LivelyGeekGames 2 жыл бұрын
Thanks, will do!
@dawnflare_xb
@dawnflare_xb 2 жыл бұрын
Decided to run the stress test myself. With a 1050 ti and lumen off, i was sitting at a constant 30-35 fps, even while moving, and got up to 50k meshes before i decided to stop. with lumen on it can vary between 10-20 fps, so its not the prettiest, but its about the same if not better than trying to run Minecraft shaders. This test and the past two videos were a great insight into how nanite works and what makes it so great, really happy i was able to do it myself, so thank you!
@LivelyGeekGames
@LivelyGeekGames 2 жыл бұрын
Thank you for sharing your results! It's helpful to see how it performs on a 1050ti. Lumen is especially demanding, so it will be interesting to see what games using it do to keep frame rates up for older GPUs.
@waterfluid9546
@waterfluid9546 2 жыл бұрын
It's soo great ! Thank you to do this content :)
@LivelyGeekGames
@LivelyGeekGames 2 жыл бұрын
I'm glad you found it helpful!
@devskoll
@devskoll 2 жыл бұрын
Holy crap! This is amazing!
@CognosSquare
@CognosSquare 2 жыл бұрын
This is incredible. Math/Code trickery of this high level should have high amount of glitches in that scene, but no.
@coffeatus3393
@coffeatus3393 2 жыл бұрын
Is that what they call magic?
@DrakiniteOfficial
@DrakiniteOfficial 2 жыл бұрын
I can not even begin to comprehend how they can do such a complex seeming algorithm in *realtime*... without any significant pre processing. I suppose they must do a *bit* of preprocessing when you hit "apply changes", but still, it's unbelievable.
@LivelyGeekGames
@LivelyGeekGames 2 жыл бұрын
There is definitely pre-processing happening to build the Nanite data structures on mesh import (or when you enable Nanite). These geometry trees are then used at runtime to quickly swap out clusters.
@DrakiniteOfficial
@DrakiniteOfficial 2 жыл бұрын
@@LivelyGeekGames Oops, I didn't see that reply! That makes sense. I suppose the reason I assumed there was no significant preprocessing is because in that UE5 tech demo from 2020ish, the spokespeople were saying something along the likes of "you can import your models straight from ZBrush with *no baking*".
@pature9658
@pature9658 Жыл бұрын
That's very impressive. Asset modelers would focus more on textures now.
@b14ckyy
@b14ckyy 2 жыл бұрын
Somehow I have a feeling that NVIDIA and AMD will internally freak out about UE4 as it seems it will make newer and faster hardware basically obsolete for a few years. I mean. I use a GTX 1080ti that can keep up with most modern games at 1080p without any problem and usually my 7700K is the bottleneck. But with UE5 it feels like there is no scaling limit anymore on any game environment and it is mostly only depending on screen resolution but not scene complexity. Of course there are still other things that won't scale that well like physics and light but that's something thats both things that are already at a nearly unrecognizable difference level.
@bearwynn
@bearwynn 2 жыл бұрын
"this one element of one particular game engine works really well so now new hardware is obsolete"
@spiderjerusalem8505
@spiderjerusalem8505 Жыл бұрын
@@bearwynn, yeah, textures will be a new problem now, but he's kinda right....
@dtracers
@dtracers Жыл бұрын
AMD will be happy because it looks like the new limit is RAM as the new hardware bottleneck But it also means that games can ship with movie level assets which will be 100s of GB instead of the smaller compressed ones. But also games only need to ship 1 LOD so it does cut each shipped object by like half or less
@kegsfx8603
@kegsfx8603 Жыл бұрын
Great test!!
@davidsirmons
@davidsirmons 2 жыл бұрын
Good God. As a lifelong artist, and 3d artist for 25 years, including 10 years in games, Nanite is a paradigm shift. So.e enterprising person needs to make a sophisticated, quality, procedural spherical, planetary terrain generator that makes unique, playable worlds.
@stefanguiton
@stefanguiton Жыл бұрын
Excellent video!
@crestofhonor2349
@crestofhonor2349 2 жыл бұрын
The amount of geometric detail possible is absolutely insane and will change game development not just for realistic games but more stylized ones too. Lumen also impresses me with its performance on GTX cards despite having no ray tracing acceleration hardware on board.
@petertremblay3725
@petertremblay3725 2 жыл бұрын
Too bad they are going to destroy the world!
@crestofhonor2349
@crestofhonor2349 2 жыл бұрын
@@petertremblay3725 ??
@petertremblay3725
@petertremblay3725 2 жыл бұрын
@@crestofhonor2349 Most of you guy's are not aware of what is truly going on right now but you will understand next winter. Psychopaths are running this planet unfortunately for us the peasants!
@crestofhonor2349
@crestofhonor2349 2 жыл бұрын
@@petertremblay3725 what in the world does that have to do with my comment on UE5
@petertremblay3725
@petertremblay3725 2 жыл бұрын
@@crestofhonor2349 Well wise guy how will you enjoy technology if society is getting destroyed?
@RadialSeeker113
@RadialSeeker113 2 жыл бұрын
102 fps on a 3090 with nanite and this test.
@LivelyGeekGames
@LivelyGeekGames 2 жыл бұрын
Nice, and that was with 8M meshes?
@Tertion
@Tertion 2 жыл бұрын
Lumen on or off ?
@billywroth5562
@billywroth5562 2 жыл бұрын
I bet lumen would perform better in a medium range RTX card but it's quite incredible the power that the engine gives you with geometry, is this for real the end of the LOD age?
@farrex0
@farrex0 2 жыл бұрын
Well nanite only works on static meshes, characters, plants and other meshes that deform, need LODs still. But yeah, it might be the end of LODs on static meshes.
@NizioCole
@NizioCole 2 жыл бұрын
you are so underrated
@arsenal4444
@arsenal4444 2 жыл бұрын
amazing like Limit Breaker for Unreal
@gringostacos4738
@gringostacos4738 2 жыл бұрын
Well, attempting to work with 1 trillion triangles helps me puts the 29.8 trillion US National debt into perspective… 😳
@2prize
@2prize 2 жыл бұрын
😳
@jitvarsisodia8738
@jitvarsisodia8738 Жыл бұрын
love the vid what are your computer's specs
@TheDarckwar
@TheDarckwar Жыл бұрын
Can you do this again but with the new update with foliage?
@niks660097
@niks660097 8 ай бұрын
8:46 there is siggraph presentation about nanite on youtube, this is probably because their culling uses some data like z-buffer from last frame for partial occlusion culling, if that doesn't remove much triangles, their second occlusion pass is not worst case optimized thus the huge overdraw..
@tijssens
@tijssens 2 жыл бұрын
Because it works with caching on so many different levels...going fast might have spiked the triangle count. A lot of stuf was "new" probably?
@LivelyGeekGames
@LivelyGeekGames 2 жыл бұрын
Yeah, that's what I was thinking. Cold cache and it had to repopulate, and for some reason it needs a lot more triangles than there are pixels.
@Blastsider
@Blastsider Жыл бұрын
Running this test on a laptop computer with a 2060 with ActorsPerMesh >=1 : 25 fps at 10 000 meshes, it drastically falls each time you press b (from 0 to 10k) and the material doesn't load with ActorsPerMesh =0 : 25 fps at 90 000, meshes material properly set Also, animated mesh seems to work (static mesh + animation texture), all of them playing the same animation at the same time, i am around 40k entities (each mesh is around 2800 polygons) but it's hard to keep the triangle correct (deformed models). Might not be fully suitable for this Nice test project, I really enjoy finding C++ project like this, thanks
@cbomcnasty
@cbomcnasty 7 ай бұрын
amazing
@farpurple
@farpurple 2 жыл бұрын
I feel scared of them, *playing Minecraft with 20 fps, and then there start to render few millions of entities*, i afraid of them
@blake343
@blake343 2 жыл бұрын
absolutely..... unreal ;)
@GTexperience_Channel
@GTexperience_Channel 7 ай бұрын
I wish there was a comparison video. comparing regular LOD's to nanite. Nanite's performance is incredible, but compared to regular LOD's does it still have the same result? Also doesn't nanite require a higher base triangle count to render the same model? Where a artist might make some triangles very large due to not needed a lot of detail in that surface area, nanite might add several due to an edge it needs to cover. This is just speculation though. But I for sure would love to see a comparison video in which number of actors (instanced) is the benchmark score.
@ChrisPkmn
@ChrisPkmn 2 жыл бұрын
What are the Vram usages like with nantite vs LODs?
@LivelyGeekGames
@LivelyGeekGames 2 жыл бұрын
I'm not sure, I didn't setup LODs and measure that. You could download the test project I made and run some tests pretty easily though.
@mikemike768
@mikemike768 Жыл бұрын
I have a question: When i add a Terrain Mesh from Blender to Unreal Engine, i need to setup a collision for it, but the default terrain in UE5 has no collision. So why extern meshes need a collision in UE5?
@pumahane999
@pumahane999 Жыл бұрын
Thanks a lot - I must also say thanks that you FIRST OF ALLL tell what sort of hardware you have - That tell me that with a good computer - not only with a ridicouslsly fantastic computer - you can really get fantastic performance ! Thanks a lot ! Kind Regards !
@prltqdf9
@prltqdf9 2 жыл бұрын
Does this run any better with version 1.0? With Nanite and also with Nanite and Lumen.
@LivelyGeekGames
@LivelyGeekGames 2 жыл бұрын
Not sure, I've not tried it with the new 5.0 release yet!
@jawadmansoor6064
@jawadmansoor6064 2 жыл бұрын
If there is a way to save memory then it would be great.
@tsmhav9233
@tsmhav9233 Жыл бұрын
so can you use this with pcg as well to get better frames
@cg.man_aka_kevin
@cg.man_aka_kevin 2 жыл бұрын
Even 1 quadrillion triangles... :)
@LouSaydus
@LouSaydus Жыл бұрын
This basically means that triangle count is now irrelevant, and it's more of the technical details and rendering makeup that actually affects performance.
@MrVisualDesine
@MrVisualDesine Жыл бұрын
Alot depends on your gpu. I tried millions of polys with nanite but all it done was eat my gpu and all ypu get is exhausted vram issue and i have a 8g rtx card
@daryladhityahenry
@daryladhityahenry 2 ай бұрын
Do you really only using GTX 1080??? I'm using 2070 super and just using 2 object low poly, it's already only 80 fps......... Anyway, really really cool experiment!
@MrInuhanyou123
@MrInuhanyou123 Жыл бұрын
The PS5 GPU is around the same power in rasterization compared to the 1080ti..I think once devs get to grips fully with ue5 we are gonna see some great things as this is doable with even console level hardware.
@Keepit10011
@Keepit10011 2 жыл бұрын
Couldn't you animate a nanite mesh if all the body parts were being scanned separately by unique cameras from a source of placed assets but the camera displayed the view as "moving joints on a projection?" Like if you placed a foot piece flipped the camera as if it was simulating it walking but it was the camera moving the whole time would that equal a way to cheat a nanite object to be perceived as animated? Or go simple create a static mesh wall and have a camera move up and down from their then copy that movement as a still camera and possibly create an animated door.
@LivelyGeekGames
@LivelyGeekGames 2 жыл бұрын
You can certainly move the static meshes around or even create rigs and assign static meshes to the bones and animate them that way. You just can't deform the meshes yet (like skeletal meshes or world position offset in materials). Hopefully they add support for this in a future version of Nanite.
@Keepit10011
@Keepit10011 2 жыл бұрын
@@LivelyGeekGames I hope so too. But still. I was thinking like how george lucas animated ships could you create a simple moving object simulation in a video like that? Using multiple cameras then recreate it. Because if. You can rig enough moving nanite functions aka moving object like a robot. Or a door. It would be cool to show that to people. Or give developers new ideas to implement nanite into their games.
@LivelyGeekGames
@LivelyGeekGames 2 жыл бұрын
@@Keepit10011 Yeah, it's very easy to move static meshes around with Blueprints or C++.
@BrianPhillipsSKS
@BrianPhillipsSKS 2 жыл бұрын
Try it in Unity and see what happens
@mhnoni
@mhnoni 2 жыл бұрын
You needed to download some rams.
@dolbystiegital4645
@dolbystiegital4645 2 жыл бұрын
Is it not the fact, that there are no trillion polygons? They are nit displayed altogether, only in the area where spectator is.
@LivelyGeekGames
@LivelyGeekGames 2 жыл бұрын
Yeah, Nanite culls out all the unnecessary triangles to only show what's really needed.
@iloveblender8999
@iloveblender8999 Жыл бұрын
Lol, this basically means you can use geometry and avoid some normal maps. This should save some memory on simple projects.
@constatnine
@constatnine 2 жыл бұрын
Try instancing the meshes
@constatnine
@constatnine 2 жыл бұрын
kzfaq.info/get/bejne/pbN5lblj17ezZJ8.html
@LivelyGeekGames
@LivelyGeekGames 2 жыл бұрын
I do switch between using non-instanced and instanced static meshes as part of the performance comparison.
@massivetree7937
@massivetree7937 Жыл бұрын
Unless you're making a game with 1 million snowballs, its not a very practical test. Seeing how a few to several thousand unique meshes perform would be a better test.
@dcxknlo
@dcxknlo Жыл бұрын
Very impressive but i think this would not be possible with all unique meshes.
@AntonioBarba_TheKaneB
@AntonioBarba_TheKaneB Жыл бұрын
the problem there would be the huge amount of memory needed to store the geometry, it's not much of a nanite limitation but a "rest of the engine and hardware" limitation
@anselmosofticartfacebook1358
@anselmosofticartfacebook1358 Жыл бұрын
Matrix version. 0.05.
@wb4529
@wb4529 2 жыл бұрын
hehe
@richard4761
@richard4761 2 жыл бұрын
I would find more basic games more interesting to play on. You dont always need HD
@LivelyGeekGames
@LivelyGeekGames 2 жыл бұрын
Yeah, for sure. It is nice having the high detail options when you want it though. Makes it much easier for 3D artists to just create and not worry about poly counts.
@skysoftware4581
@skysoftware4581 2 жыл бұрын
Hi
@mindped
@mindped Жыл бұрын
really wish i knew what ur trying to convey with actors ... u say 10 actors per mesh at one point.... seems backwards. Arent mesh actors inside a blueprint? Arent meshes actual actors... do u have your terminology wrong??? Are you trying to say 10 actors instanced within a blue print? so confusing how you word things.
@Otherwise_1
@Otherwise_1 8 ай бұрын
if there was 10 types of meshes, it would be 10 times less optimized, 1000 types of same object, not same as 1000 types of 10 objects, this test not objective and does not show how nanites would work in the game (optimization will be like in Remnant 2)
@macabo
@macabo Жыл бұрын
boring test, same object a zillion times is a case for instancing
@louism11
@louism11 Жыл бұрын
Watch the whole video. He addresses that.
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