Nanite | Inside Unreal

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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