Game development presentations - a useful reference

DGF looks like it's not lossless compression. Is Nanite compression lossless? For UE5, is there a conversion between nanite cluster format and megageometry cluster? My thought here is if nanite has to do any conversion to megageometry?

Whatever UE5 decides to do could be a big win for adoption because it covers so much of the industry.
 
BVH construction is a big performance problem. CLAS construction forces one to transcode and then still build all of those Nanite clusters. With DGF neither is necessary, you put what you have on disk directly into the hierarchy.
You put that into the hierarchy - which you still need to build and then update as needed. Nothing changes aside from the fact that you load pre-made clusters of triangles into your CLASes. I doubt that this is saving much performance.
 
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