Good tech conversation in the comments though including Sebbbi.
@davis.anthony I think that guy is full of shit. Video is starting to make the rounds. I've already seen a whole bunch of debunking of that, but it's hard to collect all of it because it's scattered. From what I understand he's not a game developer and never has been. He's trying to crowd fund a company so he can make a game and "fix" geometry with ai.
I don't think he's completely full of it.
Modern hardware can handle so much geometry that if your game is running below a certain threshold, Nanite probably would end up being slower because of its extra over head with no visual gain in terms of geometry.
It's certainly got my brain thinking a little, is Nanite a little too extreme with geometry.
We also need a few more games that really push heavily on Mesh Shaders to compare, we only really have Alan Wake 2 in that regard and it's very geometrically dense. So how much would moving to Nanite add to Alan Wake 2's visuals?
Nanite isn’t just about blasting lots of triangles onto the screen. The LOD and compression systems are the real magic.
Have we really seen any games produce the same level of near field geometric detail as we’ve seen from Nanite? Alan Wake included.
The question is whether Nanite magic is even necessary.
@davis.anthony Pretty sure nanite falls back to mesh shaders on large triangles.
I also kind of question why nanite would be slower in the case that there is a large amount of geometry.
It's meant to optimize the case where triangles are small and pixel coverage is poor. Basically optimizing towards one triangle per pixel with continuous LOD.
I posted some comparisons a while back, but in a game like Fortnite you see a large performance hit with nanite on but there is no way to make equivalent non-nanite rendering.
I am going to post his comment here to continue the conversation.Sebbi alluded to this in his replies to the video, where he said something that Nanite makes sense for assets that have millions of polygons, which we're not at that level (yet)
Is this a certainty? Mesh shaders still hook into to the fixed function hardware for all the geometry, no? Curious to see if @Andrew Lauritzen provides his insight into this controversy.Indeed it does, it's triangles larger than 6 pixels iirc.
Nanite has an overhead, and if your geometry isn't high enough to take full advantage of Nanite then it will be slower than other, more traditional methods.
Sebbi alluded to this in his replies to the video, where he said something that Nanite makes sense for assets that have millions of polygons, which we're not at that level (yet)
But that still comes with an overhead, Mesh Shaders can have just as good LOD as Nanite.
As I previously said, if you were to convert Alan Wake 2's geometry to Nanaite, would it run faster than the Mesh Shaders the game currently uses?
Or is Alan Wake 2's geometry at such a level that it won't benefit from Nantie and the overheads associated with Nanite would actually make it perform slower than the Mesh Shades it's currently using.
This is what was suggested in that guys YouTube video, that in current games, the geometry isn't high enough for Nanite and that well designed traditional systems can actually be faster.
Do you feel that Mesh Shaders would not be able to handle the geometry level in Fortnite?
Is this a certainty? Mesh shaders still hook into to the fixed function hardware for all the geometry, no? Curious to see if @Andrew Lauritzen provides his insight into this controversy.
It’s definitely possible to beat Nanite with traditional pipeline if your content doesn’t suffer much from overdraw or quad efficiency issues. And your have good batching techniques for everything you render.
So, did Nanite arrive a generation too early?
Indeed it does, it's triangles larger than 6 pixels iirc.
Nanite has an overhead, and if your geometry isn't high enough to take full advantage of Nanite then it will be slower than other, more traditional methods.
Sebbi alluded to this in his replies to the video, where he said something that Nanite makes sense for assets that have millions of polygons, which we're not at that level (yet)
But that still comes with an overhead, Mesh Shaders can have just as good LOD as Nanite.
As I previously said, if you were to convert Alan Wake 2's geometry to Nanaite, would it run faster than the Mesh Shaders the game currently uses?
Or is Alan Wake 2's geometry at such a level that it won't benefit from Nantie and the overheads associated with Nanite would actually make it perform slower than the Mesh Shades it's currently using.
This is what was suggested in that guys YouTube video, that in current games, the geometry isn't high enough for Nanite and that well designed traditional systems can actually be faster.
Do you feel that Mesh Shaders would not be able to handle the geometry level in Fortnite?
Absolutely not.
You need the tech first before artists dare to build assets that the tech can handle. There’s no such thing as too early in hardware and software capabilities.
This is a quote from Sebbi...
This is exactly what the guy in the video is trying to say. That with current geometry levels in modem games, Nanite is/might be slower than a well designed and implemented traditional method because the geometry levels in each asset simply isn't high enough to make Nanite and it's associated performance overhead worth it (yet)
So, did Nanite arrive a generation too early?
I don't think it's that simple, when you look at the levels of geometry games are currently pushing, and the performance cost of Nanite, it could be argued that Nanite has come a generation too early.
But would mesh shaders perform as well as nanite with the level of geometry seen in something like Lumen in the land of nanite? That extreme level of detail when close up is the most visually impressive aspect of nanite. The continuous LOD is a much smaller benefit.Yes, continuous LOD is possible with Mesh Shaders.
This can be seen in Alan Wake 2.
I don't know why the LOD0 in Fortnite with nanite off is much lower quality.
I don't know how anyone is making the determination that current games do not have the geometry detail to justify nanite.
But would mesh shaders perform as well as nanite with the level of geometry seen in something like Lumen in the land of nanite?
That extreme level of detail when close up is the most visually impressive aspect of nanite.
The continuous LOD is a much smaller benefit.