Nanite Foliage Optimization in Unreal Engine 5 - Quick tips

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  • เผยแพร่เมื่อ 21 พ.ย. 2024

ความคิดเห็น • 20

  • @MinusGix
    @MinusGix 6 หลายเดือนก่อน

    Thanks for the tips! I'd been looking for more information and had been struggling to find it.

    • @fabiolives
      @fabiolives  6 หลายเดือนก่อน

      Not a problem! I’ve spent a long time trying to make foliage run well and I wanted to save other people all the time haha

  • @Retro_simone
    @Retro_simone 2 หลายเดือนก่อน +2

    Cool info! I would work on the mic volume tho, not sure if just me, but was super low.

    • @fabiolives
      @fabiolives  2 หลายเดือนก่อน

      @@Retro_simone can do! It probably was me, I don’t speak in my videos very often so I didn’t pay enough attention

  • @abrahamrkj
    @abrahamrkj 5 หลายเดือนก่อน

    How to remove the foliage noises that happen after certain distance?

  • @Switchpoppy
    @Switchpoppy 6 หลายเดือนก่อน

    Shadow Cache Invalidation is not present in UE 5.3 in Foliage Details or Landscape Details. Is there a specific UE version where this feature is available?

    • @fabiolives
      @fabiolives  6 หลายเดือนก่อน +1

      It started in 5.3.2, you’ll be able to see it in the foliage tab or when you edit the foliage type that it makes after dropping plants in the foliage tab

    • @Switchpoppy
      @Switchpoppy 6 หลายเดือนก่อน

      @@fabiolives Thank you!

    • @fabiolives
      @fabiolives  6 หลายเดือนก่อน +1

      @@Switchpoppy no problem! I plan to publish a small asset pack for trees optimized for Nanite on the marketplace soon so those may help you too if you need them. I plan to make them cheap, fully modeled leaf geometry isn’t cheap currently so I wanted to give an option for people who can’t afford those

  • @ohel-x7f
    @ohel-x7f 3 หลายเดือนก่อน

    can you do nanite and wind?
    when i do it the fps are crashing

    • @fabiolives
      @fabiolives  3 หลายเดือนก่อน

      @@ohel-x7f yes you can, you’ll want to limit the WPO evaluation distance and set the shadow cache invalidation setting to static for that foliage

  • @ChadMaster_
    @ChadMaster_ 5 หลายเดือนก่อน

    are you using tessellation for your landscape?

    • @fabiolives
      @fabiolives  5 หลายเดือนก่อน +1

      I only worked with that landscape for a short time so I can’t say with 100% certainty anymore but I don’t think I was using tessellation on it. If I remember correctly I was using RVT with a bump offset to make it look like it

    • @ChadMaster_
      @ChadMaster_ 5 หลายเดือนก่อน

      @@fabiolives oh okay thank you for the reply 🫡

    • @fabiolives
      @fabiolives  5 หลายเดือนก่อน +1

      @@ChadMaster_ not a problem! You can also achieve a better look than this by referencing height with RVT and using that for different things

  • @ABentPaperclip
    @ABentPaperclip 5 หลายเดือนก่อน

    that tree is 225mb in memory. that _one_ asset will use up 3% of an 8GB video card's VRAM, and that's before you load a texture for it. lets say you're making an actual video game and want to use more than one tree- lets say you're gonna go wild and use 10 trees built the same way this one is. 30% of your vram gone.
    yea, this is not a viable solution. neat tech demo- but no, this is not an 'optimization'.

    • @fabiolives
      @fabiolives  5 หลายเดือนก่อน +1

      The actual amount streamed by Nanite is not 225 mb. What you’re looking at is disk size, not the amount that’s loaded into GPU memory. This also was just a random tree purely for giving an example, not for actual game usage. Also, multiple meshes of the same type don’t multiply vram usage accordingly. The amount streamed is a mere fraction of that.

    • @coltonwiley359
      @coltonwiley359 5 หลายเดือนก่อน +1

      You dont know what your talking about go play with triangle tube trees

    • @Retro_simone
      @Retro_simone 2 หลายเดือนก่อน +1

      Additionally, Nanite uses a form of cluster instancing, so it doesn't work as Cost * number of trees. (Foliage tools already did instancing as well - tho different.)

    • @fabiolives
      @fabiolives  2 หลายเดือนก่อน +2

      @@Retro_simone exactly, I completely forgot to mention this! I’ve been impressed with how efficient Nanite is. Some projects I’m a part of have well over 1,000,000 meshes in a small area and it handles it beautifully