We’re kicking off our series of Unreal Engine 5 Early Access in-depth presentations with Nanite, our new virtualized geometry system! Nanite uses a new internal mesh format and rendering technology to render pixel scale detail and high object counts. Join us as we take a look underneath the hood and explore how Nanite was used in the sample project “Valley of the Ancient“.
ANNOUNCEMENT POST
**TIMESTAMPS**
00:00 Countdown
04:54 News
06:27 Karma Earners
06:43 Community Spotlights
07:47 Inside Unreal Graphic
08:06 Stream Introductions
09:02 History of Nanite
15:30 Unique Challenges & Workflow
19:27 Artistic & Technical Look
34:05 Approach in Valley Of the Ancients
52:15 The Dream of Nanite
54:50 The Reality of Nanite
56:45 Geometry Representation
57:10 Requirements
58:08 Triangles
58:40 GPU Driven Pipeline
59:51 Triangle Cluster Culling
1:00:42 Decouple Visibility From Material
1:01:48 Deferred Materials
1:03:31 Sub-Linear Scaling
1:05:23 Cluster Hierarchy
1:05:35 LOD Run-Time
1:06:00 Streaming
1:06:39 Pixel Scale Detail
1:07:34 Tiny Triangles
1:08:03 Software Rasterization
1:08:35 Hardware Rasterization
1:09:01 Nanite Performance
1:10:57 Nanite Data
1:13:45 Virtual Shadow Maps
1:15:51 SMRT Filtering
1:16:27 What Nanite Supports
1:19:00 Presentation in Motion
1:33:39 Texturing Assets
1:36:00 UVs
1:40:41 Future Support
1:42:01 Supported Hardware
1:42:45 Landscapes & Nanite
1:46:24 Papers/Talks on Nanite
1:47:20 Collision & Nanite
1:51:00 Foliage & Nanite
1:54:00 Nanite Support
1:58:36 VR & Nanite
2:00:00 Questions and Answers Session
2:33:08 Information and Stream Wrap Up
TRANSCRIPT
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