S.T.A.L.K.E.R. 2: Heart of Chornobyl

S.T.A.L.K.E.R. 2: Heart of Chornobyl

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Nanite Question
Using Nanite but still having popin to me seems arsenine. but there was no time to fully go ue5.4 due to war, still, the devs backported some stuff from newer versions into their ue version. i wonder if performance, GPU side talking, not towns and cpu, if outside the towns, when performance tanks due to nanite if there is hope there for extra optimization patches. we all know about lumens issues because we badly need hardware lumen, but once you consider patching in hardware lumen, would you also optimize nanite again? https://youtu.be/M00DGjAP-mU?feature=shared
because it seems, each day we find new things about unreal engine thats makes it run faster. knowledge hidden in some dark corners. i would love if you could eliminate popin, fix nanite and add hardware lumen. im talking pc ofc. console development would need to be sorta excluded unless we get new graphicsmodes on xbox.
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Alastres Dec 7, 2024 @ 4:48am 
Yeah so the problem he is talking about (here and other videos) is that the whole UE5 workflow by default is dependent on Nanite, Lumen and Virtual Shadow Maps (VSM).

By default UE5 targets 30 fps with lumen indoors recommended by Epic themselves...
https://dev.epicgames.com/documentation/en-us/unreal-engine/lumen-technical-details-in-unreal-engine?application_version=5.0

So the solution is not to use Nanite for everything, Lumen (or it's global illumination techn (GI)) basically has to be ditched almost completely and use the Nvidia branch version or something like it. In comparison Lumen takes 8ms (8ms = 30 FPS!) for a scene to render, so this cuts your average framerate in half. DDGI in comparison takes only 0.8 ms for 1080p so it would be about 3.2ms in 2160p(4K). The Finals for example uses DDGI with UE5.
https://developer.nvidia.com/game-engines/unreal-engine/rtx-branch

As for Virtual Shadow Maps it basically again one of those high-end modern rendering solutions that I don't think a lot of people will care much about. The only upside seems high fidelity shadows in the distance for highly detailed models. But again these are all features that are integrated with one another somehow.
https://www.unrealengine.com/en-US/tech-blog/virtual-shadow-maps-in-fortnite-battle-royale-chapter-4

So with the Lumen thing I mentioned going from 8ms to 2.3ms would give you at least about a 21 FPS increase. If they could cut back on using nanite for everything and use some regular lod's for things this would also remove some overhead once again. Not sure about VSM I think you could at least replace far away and close by objects shadows with Screenspace shadows.
Last edited by Alastres; Dec 7, 2024 @ 5:08am
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Date Posted: Dec 7, 2024 @ 2:42am
Posts: 1