Since nanite skeletons are experimental, I am assuming that they haven't implemented motion vectors for this yet, which is what TSR relies on to reduce ghosting. But if that isn't the case and this is what we'll have in the final release, then this feature is almost unusable with that much ghosting
Finally! Nanite Skeletal Mesh is now production-ready. We'll finally had UE5.5 games with 60+ frames than it was on 5.0 (if only the developers update their UE5 games' version into 5.5 to utilize all of these features so far) unless if you use VSM and/or Lumen (mostly without Megalights) which slightly tanks performance. Edits: *2:54 Speaking of ghosting, maybe because the animation is so fast that nanite sometimes can't keep up, or because nanite sometimes works better in higher polygons than it was on optimized high tho-. *And also speaking of anti-aliasing, glad TSR is a better alternative to TAA (so we abandoned TAA altogether), but hope AMD and Epic update their TSR too. *(5:26 to 6:42) Yeah! The nanite issues came from the characters over both their lods and materials that aren't compatible with nanite yet (specially at 9:28 to 9:42). *Oh! Like @AndersHaalandverby said, Epic doesn't recommend us using Nanite on characters yet on finishing games, and this feature will be improved in newer versions (hope it's 5.6). And I hope both Nanite (alongside its tesselations) and Substrate (alongside texture graph that pre-made the textures) will soon be compatible to each other in 5.6.
Say since we're on topic. Could you make a Video on the Mutable plug in? There is a rather massive drought of tutorials considering how much of a game changer it is when it come to character creation.
Tried Nanite skeletal mesh on Metahuman (Optimized High), the head mesh isn't inline with body mesh. Can see gaps in-between. Not sure if it's just on my side.
@@SmartPoly Crashed multiple times but got lucky. Nanite on both head and body mesh, it's where I noticed a gap between two meshes..., disable nanite on body mesh but can't disable on head mesh. Head mesh broke. Had to reimport and overwrite.
I cant even get nanite to work on my metahuman. It says that nanite is enabled but when I look at the nanite triangles view its all black and not showing it as nanite
@@comicipedia More than likely, the problem all of you are having is that you have a translucent material set somewhere on the mesh. Nanite does not support this yet. I didn't realize this, and mine kept crashing or turning black too. But in general, I don't use any version above 5.3 because they have totally fucked up the interpolation system in 5.4 and 5.5. So many complaints about this have been made on the official forum, but epic really doesn't seem to care.
How much does it perform? Can you do additional video for example and check render side. Place them as much as possible with playable anim and without. Because anim BP tick will reduce all performance
At 2:51 why is everything about those big guys just a blurry mess? Is that an effect on the characters, or a side effect of nanite, or maybe some terrible AA?
@@SmartPoly The thing is, this issue is actually present on all characters. At 2:57 you can see it on the big golem guys in the back and at 3:31 when the editor is paused you can see it on the small yelow dinos too. Do you think this is a problem with all 3 of those characters? It would be really awesome if you could try and put two of those big guys next to each other playing their animation but have nanite enabled on only one of them and then see if both of them still are this extremely blurry. That should definitively tell us if this is a nanite issue.
a good chance i buy your course, however i have spent a lot of time creating a 104 page game design document for my first game idea. it will be a solo/multiplayer survival game i could use suggestions and help from someone with expierence for this long journey
Are the weird effects coming from the nanite models because of the way the nanite system renders a moving mesh? It looks rough, I suppose this would work best for high detailed actors which don't move too much or move slowly.
@@SmartPoly I'm interested because people talks that nanite is affecting performance. Thats why ue cinematics are all slow moving. Fast movement games need to be tested.
Wth? Did I get it correctly? With the Nanite skeletal mesh technology, you can now add thousands of NPCs to a scene to make it more lively? For example, in film scenes, a neighborhood with many people as background actors, and for gameplay, a pedestrian path with hundreds of people, or a neighborhood with lively NPCs moving around, like in AC Unity?
This just makes each model higher fidelity and might just improve GPU performance in some ways (or make it worse if you don't use nanite correctly). Your performance will still be limited by the animation blueprint, which is what consumes most of skeletons performance, which is on the CPU. If you truly want thousands of NPC's, you're looking at a combination of Mass and instanced skeletal meshes
Check Out My Multiplayer Survival Game Course:
smartpoly.teachable.com
Which one of your game courses covers the most of various aspects of Unreal? I wonder which one is the most versatile no matter of the game genre.
That ghosting looks rough
Yup! I'm laughing my ass off!
Since nanite skeletons are experimental, I am assuming that they haven't implemented motion vectors for this yet, which is what TSR relies on to reduce ghosting. But if that isn't the case and this is what we'll have in the final release, then this feature is almost unusable with that much ghosting
@@variann6488 highly possible
Omg the ghosting artifacts are AWFUUULLLL
UE5 is great
When I saw this technology for the first time I immediately thought that it was missing on the skeletal mesh , and here it is !
yep, only 5 versions after release
Finally! Nanite Skeletal Mesh is now production-ready. We'll finally had UE5.5 games with 60+ frames than it was on 5.0 (if only the developers update their UE5 games' version into 5.5 to utilize all of these features so far) unless if you use VSM and/or Lumen (mostly without Megalights) which slightly tanks performance.
Edits:
*2:54 Speaking of ghosting, maybe because the animation is so fast that nanite sometimes can't keep up, or because nanite sometimes works better in higher polygons than it was on optimized high tho-. *And also speaking of anti-aliasing, glad TSR is a better alternative to TAA (so we abandoned TAA altogether), but hope AMD and Epic update their TSR too.
*(5:26 to 6:42) Yeah! The nanite issues came from the characters over both their lods and materials that aren't compatible with nanite yet (specially at 9:28 to 9:42).
*Oh! Like @AndersHaalandverby said, Epic doesn't recommend us using Nanite on characters yet on finishing games, and this feature will be improved in newer versions (hope it's 5.6). And I hope both Nanite (alongside its tesselations) and Substrate (alongside texture graph that pre-made the textures) will soon be compatible to each other in 5.6.
great comments!
@SmartPoly Thanks
Say since we're on topic.
Could you make a Video on the Mutable plug in?
There is a rather massive drought of tutorials considering how much of a game changer it is when it come to character creation.
next upload will be a mutable tutorial. tomorrow same time
apocalypse games go wild after this
Tried Nanite skeletal mesh on Metahuman (Optimized High), the head mesh isn't inline with body mesh. Can see gaps in-between. Not sure if it's just on my side.
were you able to get it to work? my engine crashes everytime I try to enable on the head mesh
@@SmartPoly Crashed multiple times but got lucky. Nanite on both head and body mesh, it's where I noticed a gap between two meshes..., disable nanite on body mesh but can't disable on head mesh. Head mesh broke. Had to reimport and overwrite.
I cant even get nanite to work on my metahuman. It says that nanite is enabled but when I look at the nanite triangles view its all black and not showing it as nanite
@@comicipedia More than likely, the problem all of you are having is that you have a translucent material set somewhere on the mesh. Nanite does not support this yet. I didn't realize this, and mine kept crashing or turning black too.
But in general, I don't use any version above 5.3 because they have totally fucked up the interpolation system in 5.4 and 5.5. So many complaints about this have been made on the official forum, but epic really doesn't seem to care.
@@ChatterBoks85 Yep good call, I was trying to use a metahuman face mesh and the eyelashes were transparent.
How much does it perform? Can you do additional video for example and check render side. Place them as much as possible with playable anim and without. Because anim BP tick will reduce all performance
At 2:51 why is everything about those big guys just a blurry mess?
Is that an effect on the characters, or a side effect of nanite, or maybe some terrible AA?
TSR or TAA...
think its issue with the character and not nanite
It's an issue with Nanite.
@@SmartPoly The thing is, this issue is actually present on all characters. At 2:57 you can see it on the big golem guys in the back and at 3:31 when the editor is paused you can see it on the small yelow dinos too. Do you think this is a problem with all 3 of those characters?
It would be really awesome if you could try and put two of those big guys next to each other playing their animation but have nanite enabled on only one of them and then see if both of them still are this extremely blurry. That should definitively tell us if this is a nanite issue.
Could be Lumen
cant wait to use it
So much blurring and ghosting though. Is that due to Nanite or AA?
Both actually.
havent how to fix it?, in here happen this too
@@tiagoout English maybe another class.
a good chance i buy your course, however i have spent a lot of time creating a 104 page game design document for my first game idea. it will be a solo/multiplayer survival game i could use suggestions and help from someone with expierence for this long journey
Thanks for this❤
Any time!
Are the weird effects coming from the nanite models because of the way the nanite system renders a moving mesh? It looks rough, I suppose this would work best for high detailed actors which don't move too much or move slowly.
yeah, the animation might be too fast
Is this still experimental, or ready to be used??
not experimental, ready to use
Will Nanite work with high poly models imported from Blender?
It should
Nantite still doesnt support translucent materials only opague and the mh has many translucent materials thats why it doesnt work. 😊
why are there ghosting affect on the characters ?
I think its the character and not the feature
@@SmartPoly It's your TSR antialiasing.
Now, let's see deadrising 3 zombies with thousands of nanite zombies
How much it affects performance?
I haven’t seen much performance difference but I only did a little testing
@@SmartPoly I'm interested because people talks that nanite is affecting performance. Thats why ue cinematics are all slow moving.
Fast movement games need to be tested.
Unfortunatetly, I can't make it work with morph targets.🤷🏻♂️
Wth? Did I get it correctly? With the Nanite skeletal mesh technology,
you can now add thousands of NPCs to a scene to make it more lively?
For example, in film scenes, a neighborhood with many people as background actors,
and for gameplay, a pedestrian path with hundreds of people, or a neighborhood with lively NPCs moving around, like in AC Unity?
This just makes each model higher fidelity and might just improve GPU performance in some ways (or make it worse if you don't use nanite correctly). Your performance will still be limited by the animation blueprint, which is what consumes most of skeletons performance, which is on the CPU.
If you truly want thousands of NPC's, you're looking at a combination of Mass and instanced skeletal meshes
Mb not ready for production in 5.5 but more like for 5.5.x
I have no idea why this isn't bigger news.
true, I haven’t seen many people talking about it
Hey poly! Can you create similar pepsiman game course please?