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boristsr | 1 year ago
- switch to software rasterization for small triangles. This required a good heuristic to choose between whether to follow the hardware or software path for rasterization. It also needed newer shader stages that are earlier in the geometry pipeline. These are hardware features that came with shader models 5&6.
- using deferred materials which drastically improves their ability to do batched rendering.
It's actually the result of decades of hardware, software and research advancements.
The 2 solutions posted in recent days seem heavily focused on just the continuous lod without the rest of the nanite system as a whole.
Also yes, there were also challenges around the sheer amount of memory for such dense meshes and their patches. The latest nvme streaming tech makes that a little easier, along with quantizing the vertices which can dramatically lower memory usage at the expense of some vertex position precision.
teamonkey|1 year ago
So it’s only really practical because GPUs have the power to render games with a certain level of fidelity, and RAM and SSD size and speeds for consumer gear are becoming capable of it.
Also there are significant benefits for a developer, especially if using photogrammetry or off-the-shelf high-detail models like Quixel scans, so there’s a reason Epic is going all-in.
brundolf|1 year ago