DF: Unreal Engine 5 Matrix City Sample PC Analysis: The Cost of Next-Gen Rendering

No. Nanite is about having rendering meshes with no more detail than there are pixels to show it. Basically a very optimized way of doing high detail LODs.
UE4 already had several Occlusion Culling methods for geometry. Be it hardware or software.
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On a related thing, I just found a new command that might help reducing hitching.
Having a greater value allows to store more nanite data in memory, reducing IO access.
Having a value to big, causes artifacts in the nanite meshes.
I set mine to 1500. Higher values and I started to have artifacts.
But people with GPUs with more vram, probably can have higher value.
Default is 512


r.Nanite.Streaming.StreamingPoolSize
Are you just adding that line to game user settings or somewhere else?
 
So i changed my nvidia cache directory from my slow windows ssd to my fast nvme ssd and it seems to keep performance higher at pretty much all times. Might just be placebo. Also side note after doing so i updated my drivers and the original heavy stutters seemed to go away much faster then before with the cache on the slow drive.
 

Its so fast that I can't even control it.
This is on a SATA SSD with no directstorage (io) or rtxio (gpu decompression).
A typical window has over 3 million trillions and a front door with steps has about a million triangles.
All textures are 4k.

This is compared to the 512-1024k texture the other demo was done in.
When you try to compare them...Its not even close.


 
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rodrigolfp

Member
Its so fast that I can't even control it.
This is on a SATA SSD with no directstorage (io) or rtxio (gpu decompression).
A typical window has over 3 million trillions and a front door with steps has about a million triangles.
All textures are 4k.

This is compared to the 512-1024k texture the other demo was done in.
When you try to compare them...Its not even close.


Can you show disk read usage? Like with FPSMonitor.
 
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DenchDeckard

Gold Member
Its so fast that I can't even control it.
This is on a SATA SSD with no directstorage (io) or rtxio (gpu decompression).
A typical window has over 3 million trillions and a front door with steps has about a million triangles.
All textures are 4k.

This is compared to the 512-1024k texture the other demo was done in.
When you try to compare them...Its not even close.


Holy fuckballs!
 

PaintTinJr

Member
Its so fast that I can't even control it.
This is on a SATA SSD with no directstorage (io) or rtxio (gpu decompression).
A typical window has over 3 million trillions and a front door with steps has about a million triangles.
All textures are 4k.

This is compared to the 512-1024k texture the other demo was done in.
When you try to compare them...Its not even close.


That's pretty cool, but a shame you didn't do it as a youtube video with atleast the xbox gamebar overlayed showing real-time stats.

If you do decide to do it again, can you also do a segment with nanite view turned on - to view the triangles being drawn - because it is all well and good claiming that number of triangles as a comparison of data throughput, but without us seeing in action with nanite view, we -as observers have no way of knowing if nanite processes larger sized groups, less triangles, as the speed increases.

Also, how does it handle the hardware RT at those speeds - I assume it disables - or does it just use SW RT, and the lesser version of the SW RT path? (mesh distance fields? IIRC)

edit:

Also for a fair comparison where are all the people and cars in your version on that huge straight? To get a sense of the speed comparison of the two videos you really need to see how slow everything else seems to move in relativity to view, like it does in the other video. And also you keep making assertions about the texture sizes of the assets in the other video, but that isn't the released Spiderman game, but just a tech demo for shareholders, so texture sizes could be 16K for all we know, although in the base PS4 Spiderman I'd still be surprised if any of the textures sets on +10k polygon models - like the cars - are below 4K , so feel free to share a reference to the info about the 512-1024 textures if you've got it.
 
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Tried it, first it booted and ran really horribly, like sub 10fps. Then it was 30ish fps except where I turn the camera and it tanked again. Closed the demo, and then it never opened back up again, so...

Guess i'll try it again when I upgrade my processor.
 

Md Ray

Member
Its so fast that I can't even control it.
This is on a SATA SSD with no directstorage (io) or rtxio (gpu decompression).
A typical window has over 3 million trillions and a front door with steps has about a million triangles.
All textures are 4k.

This is compared to the 512-1024k texture the other demo was done in.
When you try to compare them...Its not even close.


The UE5 one is definitely sped up using a video editor. By default the fly-by from that demo is not that fast.
 
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