Unreal Engine 5 test Nanite/Lumens

Decided to create a scene from scratch to test out UE5 latest features: Lumens and Nanite. Almost everything in this scene is from Megascans library, full hi-res mesh and full 8K texture resolution. The clouds looks potato and Unreal’s Ocean water is not fully working with Nanite yet but idk i think its ok..... Overall this scene should be a few billions polys, every rock, every patch of land is full high resolution mesh, yet Nanite still works like a charm. Although i have a relatively mediocre graphics card, and the project is running on a very slow external HDD, not SSD, the editor ran at very acceptable fps (15-20fps) considering whats going on in the scene, and im running a 4K monitor. Lumens software global tracing is used in this scene and the craziest thing is that it’s not even ray-tracing but the GI/Reflection just works, its beautiful, and it looks probably even better than UE4’s original RTGI Although there’s still some artifact going on, and Lumens/Nanite doesnt work well with transparent obj
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