
This is just a quick test to see if something similar to Nanite would work in Unity, it's far away from using it in any production, but maybe next year I will continue working on it (if I have issues with Unreal 5).
About the test:
I'm using one mesh that has 6 Million Triangles, this is used 16 times, so 96 Millions Triangles in total (no instancing). The framerate is around 180+ FPS on a GTX 3070 in FHD.
The data currently just gets streamed in, so this is not very memory friendly at the moment.
Also the creation of the "nano" meshes takes way too long (many hours), so this has to be optimized to run in a few seconds to make it practical.
I didn't use any source code of UE5, because I have too much respect for their work and it also wouldn't work properly with the Unity API.
This currently works with any Render-Pipeline of Unity.
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