Newgamemodder said:
By “skinned” do you animated models with animations or just a rigged model?
Skinning means deformation where the surface is affected from multiple bones.
If it's just one bone per limb (robots, as seen in their latest demo), each limb is just a unique object, so that works already.
Newgamemodder said:
It's possible to have all the 1.3 billion triangles on scene ONLY if it's Dynamic LODS + compute shaders? (would i lose details on the highest LOD's if it uses a type of nanite?)
If it were possible with traditional methods, we would have seen the detail Epic shows long before.
It's about efficiency. GPU rasterizers become underutilized if we use tiny triangles, so we avoid to do this to get high fps, many NPCs, etc., because we scale everything to the numbers where efficiency is good
Newgamemodder said:
The Chinese game uses their own in-studio version of “nanite” but without Unreal engine 5 and does the exact same thing.
Personally i assume this will happen. Nanite is a simple solution solving a lot of problems. Usually if one comes up with such thing (e.g. SSAO in Crysis), all the others adopt it quickly.
But that's just my guess. They have ongoing work on other priorities, and Nanite is still much more complex than a SSAO shader. So, with ‘soon’, i mean something like within the next 5 years.
Nagle said:
I want to see a demo of Nanite without so much instancing.
If insane detail is the primary objective, that's impossible for a larger game.
The only way to do this i see is data streaming. But even then generating all the unique content requires breakthroughs in procedural content generation, photogrammetry methods, or collaborative asset sharing across the whole industry.
…maybe it was Nanite which inspired Sweeney to those ‘Metaverse’ ideas. : )