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Immortals Of Aveum looks pretty decent (aside from the childish art style - what I hate about Cyberpunk as well!, especially compared to Deus EX) and is using Lumen and Nanite. It would have been nice to use Chaos amongst the other features, as the game world seems too static. And a bit of that extra sound as wellAs I said before - it's a demo, and sadly we never seems to get close - atlease with those darn UE!
These things, like @Nexus18 kept posting about 4A with their Metro, help develop games way faster and better. You can try the engine yourself and the demos are the proof it can look pretty. Now... if with 5.2 can run as good is it does now, I'm happy that it should run better with newer, better versions.Our studio’s journey continues as we update Immortals of Aveum to UE 5.2 and begin work on our next project in UE 5.3. Here’s a sneak peek into some of what we’ll be exploring with the engine upgrade:
- Lumen – In UE 5.1, Lumen solved the indoor-to-outdoor lighting transition seamlessly, allowing four lighters to light over 15 levels, and also allowed our modelers to instantly view assets in a variety of lighting scenarios. In 5.2, we want to take that even further by improving lighting detail around characters and visual fidelity of animations.
- Nanite – Nanite gave us unprecedented geometric fidelity, while saving our artists countless hours of setting LODs. In 5.2, we’re looking to further enhance overall game visuals as well as faster geometry calculations that can help further reduce pop in.
Awesome news buddy, just awesome!Immortals Of Aveum looks pretty decent (aside from the childish art style - what I hate about Cyberpunk as well!, especially compared to Deus EX) and is using Lumen and Nanite. It would have been nice to use Chaos amongst the other features, as the game world seems too static. And a bit of that extra sound as well
At launch it was a mess, stutters all the way. Now is pretty good, not perfect, but miiiiiiles better. As per devs:
These things, like @Nexus18 kept posting about 4A with their Metro, help develop games way faster and better. You can try the engine yourself and the demos are the proof it can look pretty. Now... if with 5.2 can run as good is it does now, I'm happy that it should run better with newer, better versions.
All in all, after playing again some Immortals with some patches... it does feel on the right track.
Why Unreal Engine 5's Nanite sucks
What you would do is use LOD's where appropriate and Nanite where it is appropriate.
He's probably right then, tho i find it bizarre if they are reading documentation, i only watched the first 5 to 10 minutes of the video and from that i got the impression he was just bashing Nanite, fair enough then my fault...I believe that's what he's complaining about - in the video he's saying that some developers don't know what they are doing, and are using nanite, lumen, shadow maps and LODS incorrectly, resulting in massive amounts of lost performance in modern games and then needing to embed DLSS into their game to try and make up the lost performance, when they could have achieved better graphics for less performance cost
Another one his videos touching on this at a broader level
I'm not a game programmer so I don't know if what he's saying is right, but what I do know is we have plenty of modern games that look worse than older games and yet run like ass - a very recent example is the new Star Wars game that came out two days ago. So when he says that modern games running poorly and looking bad is a self inflicted problem created by bad developers and poor tools, I kinda want to believe him.
Though I don't know what the guy's end goal is here; he claims to own an indie game studio that was working on a new game in UE5 and then they stopped and instead now he claims they are going hire more developers and start writing new tools for UE5 so games can be made the way he says they should be. It sounds a bit weird, like if they didn't like UE5 then just use another engine, but instead he claims the game was cancelled and now the company will instead focus on building graphics tools
This is an interesting video. I guess there is no such thing as a free lunch.Why Unreal Engine 5's Nanite sucks
I think these videos should be a thread of their own. It would start an interesting discussion to analyse and review his comments and raise awareness.I believe that's what he's complaining about - in the video he's saying that some developers don't know what they are doing, and are using nanite, lumen, shadow maps and LODS incorrectly, resulting in massive amounts of lost performance in modern games and then needing to embed DLSS into their game to try and make up the lost performance, when they could have achieved better graphics for less performance cost
Another one his videos touching on this at a broader level
I'm not a game programmer so I don't know if what he's saying is right, but what I do know is we have plenty of modern games that look worse than older games and yet run like ass - a very recent example is the new Star Wars game that came out two days ago. So when he says that modern games running poorly and looking bad is a self inflicted problem created by bad developers and poor tools, I kinda want to believe him.
Though I don't know what the guy's end goal is here; he claims to own an indie game studio that was working on a new game in UE5 and then they stopped and instead now he claims they are going hire more developers and start writing new tools for UE5 so games can be made the way he says they should be. It sounds a bit weird, like if they didn't like UE5 then just use another engine, but instead he claims the game was cancelled and now the company will instead focus on building graphics tools
Why Unreal Engine 5's Nanite sucks
It is only one object when far from the player, as they approach it splits up.So... when he talks about complex worlds, with lots of detailed objects (07:14), he speaks about how developers had previously a solution: for a pile of junk, make it just "one" object, one draw call - cool, but it means is fixed, no interaction, so not really a solution for something complex, rather "fakery".
From his explaination it seems like heavier scenes might have a bigger margin in favour of LOD.Then in an earlier section, he compares a scene with around 6mil triangles vs what, 10, 20, 30million used in a modern engine at 4k?
Not sure what issue you are highlighting.He also talks about temporal AA, but presenting a 1080p resolution.
Some assets, I believe nanite can only be used on static meshes. It is also why he concludes that money should be invested on better process rather than upscaling methods.1) you save dev time by not needing anymore to create a lot of LODs for each asset?
Might actually be the opposite if his issues about GPU power being wasted is worst with higher density scenes.2) you have larger, more detailed world and objects due to nanite, otherwise not possible with the regular approach (high polly vegetation, fences, etc)?
Unreal fest is currently underway and they have announced UE5.5, amusing considering nobody has had time to even start making a game in UE 5.4 yet lol.
The shadow lighting megalights are very impressive though, timestamped clip: