Anonymous at Fri, 11 Oct 2024 11:10:58 UTC No. 997998
>>997995
>What went wrong?
Probably fake, like that starfield sandwich
Anonymous at Fri, 11 Oct 2024 11:13:22 UTC No. 997999
>>997998
Nvm, didn't see the "topology after nanite" bit at the bottom, perfectly normal in this case
Anonymous at Fri, 11 Oct 2024 11:37:07 UTC No. 998001
>converting models from an engine that works in a completely different way to standard 3d software
>"wHy dOeS tHe tOpOlOgY lOoK sO sTrAnGe :OO
Anonymous at Fri, 11 Oct 2024 11:48:37 UTC No. 998004
>>997995
nanite really is black magic
Anonymous at Fri, 11 Oct 2024 11:57:39 UTC No. 998005
>>997999
>>998004
I think the use of Nanite in this image is just a joke - like a meme reference. No matter how you put it though it would’ve been better to retopro the head
Anonymous at Fri, 11 Oct 2024 13:04:27 UTC No. 998008
>>998005
The game does not use nanite
streamable.com/iz1h6d
Anonymous at Fri, 11 Oct 2024 13:16:05 UTC No. 998010
>>998008
In that case grim. But if it works it works, not like that piece needs proper topology for deformation, the performance impact should be pretty negligible, my biggest concern would be shading but it seems to be fine. It looks like the devs really wanted to show 3d details on edges such as here >>997997. Not sure how reasonable this is
Anonymous at Fri, 11 Oct 2024 13:29:32 UTC No. 998011
>>998008
>shows clip of user turning nanite off
lol.
Anonymous at Fri, 11 Oct 2024 14:19:00 UTC No. 998012
https://www.youtube.com/watch?v=M00
Anonymous at Fri, 11 Oct 2024 14:46:26 UTC No. 998014
>>997995
I wonder if OP is fake like the Starfield Sandwich. Remember the faked Starfield sandwich?
>>997997
>>998010
Can't they just use a displacement map? Displacement maps actually alter the profile of the geometry. Look at the edges in pic related.
Anonymous at Fri, 11 Oct 2024 14:49:45 UTC No. 998015
>>998014
it would be a lot more expensive to do displacement to achieve the same level of detail
meshlets just werk
Anonymous at Fri, 11 Oct 2024 16:31:58 UTC No. 998026
>>998014
Displacement maps only work if it they points to displace. They don't create points from the aether
Anonymous at Fri, 11 Oct 2024 18:32:47 UTC No. 998032
>>998014
Anyone actually using true displacement maps in realtime in games? Idk why to use them instead of just baking them in 3d editor into geometry and then decimating to remove tons of unneeded geometry which exists because displacement needed cosmic subdivisions to work with. For realtime I would probably ever consider POMs, not real displacement.
Anonymous at Sat, 12 Oct 2024 09:38:02 UTC No. 998071
>>998015
>it would be a lot more expensive
No, it wouldn't. Meshets have a ridiculously shit baseline performance and only look good when compared to rendering extremely unoptimized meshes.
Anonymous at Sat, 12 Oct 2024 11:59:03 UTC No. 998076
>>998071
>mesh shaders go brrr
sorry grandpa, it's time to move on
Anonymous at Sat, 12 Oct 2024 12:48:01 UTC No. 998079
>>998076
>mesh shaders
Nanite doesn't even use mesh shaders by default.
Anonymous at Sun, 13 Oct 2024 01:39:28 UTC No. 998122
>>998071
not true at all, polygons are cheap now
it really is time to move on, grampa
🗑️ Anonymous at Sun, 13 Oct 2024 06:49:53 UTC No. 998154
>>998122
agreed, God of War did it
Anonymous at Sun, 13 Oct 2024 07:55:44 UTC No. 998158
>>998076
>>998122
Oh you're that troll who is too incompetent for faster boards got it
Anonymous at Sun, 13 Oct 2024 15:46:10 UTC No. 998177
>>998122
This. I work at ubisoft they just ask me to send them sculpts and they put them in game, industry standard saar!
Anonymous at Wed, 16 Oct 2024 08:24:49 UTC No. 998558
Not sure
🗑️ Anonymous at Wed, 16 Oct 2024 19:47:11 UTC No. 998696
>>998177
You technically can though in UE5. It does work and you can rig it. You btfod yourself
Anonymous at Wed, 16 Oct 2024 20:06:00 UTC No. 998702
>>998696
As I've said saar!
Anonymous at Fri, 18 Oct 2024 00:05:39 UTC No. 998912
>>998122
>Hardware improves
>*Bloats software*
>"waaaaaaa games are unoptimised!!1!!!!"
Anonymous at Sat, 19 Oct 2024 09:10:47 UTC No. 999048
>>997995
Why not use tessellation? I remember all the ype for it with DX11, what happened?
>>998122
>polygons are cheap now
not on my hard drive
Anonymous at Sat, 19 Oct 2024 17:03:27 UTC No. 999091
>>999048
>Why not use tessellation
It has to be done linearly over the geometry primitives, which means that its performance scales linearly. If you double the available hardware and double the processing speed, fragment processing becomes 2*2 times faster while vertex processing only becomes 2 times faster.