rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
and? That's not what nanite is about.Google earth is streaming geometry today.
Unless they invented some voodoo compression schemes(hint: they haven't), there's going to be issues attempting to distribute games using models in the millions of polygons for a small object.
Even the documentation pretty much says this shit is going to bloat the shit out of your game.
Thought 200GiB moviegames were bad? Enjoy your terribly optimized 2TiB moviegames.Rendering highly detailed meshes efficiently is less of a concern with Nanite, but storage of its data on disk is now the key area that must be kept in check. Outside of compression, future releases of Unreal Engine should see tools to support more aggressive reuse of repeated detail, and tools to enable trimming data late in production to get package size in line, allowing art to safely overshoot their quality bar instead of undershoot it.
I already can't tell the difference between 4k "SUPER HIGH DEF HDHD" textures and 2k textures 99% of the time and wish I could opt out of downloading them, this shit is just going to keep getting worse.