• ElectroLisa@lemmy.blahaj.zone
    link
    fedilink
    English
    arrow-up
    9
    arrow-down
    6
    ·
    14 hours ago

    If I know a game I’m about to play runs on Unreal Engine, I’m passing a -dx11 flag immediately. It removes a lot of useless Unreal features like Nanite

    • ShinkanTrain@lemmy.ml
      link
      fedilink
      English
      arrow-up
      17
      ·
      13 hours ago

      Then you get to enjoy they worst LODs known to man because they were only made as a fallback

    • boletus@sh.itjust.works
      link
      fedilink
      arrow-up
      6
      ·
      12 hours ago

      Nanite doesn’t affect any of the post processing stuff nor the smeary look. I don’t like that games rely on it but modern ue5 games author their assets for nanite. All it affects is model quality and lods.

      Lumen and other real time GI stuff is what forces them to use temporal anti aliasing and other blurring effects, that’s where the slop is.

      • sp3ctr4l@lemmy.zip
        link
        fedilink
        English
        arrow-up
        2
        arrow-down
        1
        ·
        edit-2
        7 hours ago

        Nanite + Lumen run like garbage on anything other than super high end hardware.

        It is also very difficult to tweak and optimize.

        Nanite isn’t as unperformant as Lumen, but its basically just a time saver for game devs, and its very easy for a less skilled game dev to think they are using it correctly… and actually not be.

        But, Nanite + Lumen have also become basically the default for AAA games down to shitty asset flips… because they’re easier to use from a dev standpoint.