Is Unreal Engine's Nanite just Carmack's Megatextures on steroids?

@matrix the end goal is the same, to give the artists more flexibility to make the world look more realistic, but it isn't about having huge textures that go over a bunch of meshes (which didn't really work out well lol), it's about having really high detail meshes with high detail textures on them, both of which lower in quality the farther away the camera is from them.

@beardalaxy I meant more in principle, not intent. I decided to finally play RAGE's DLC so I was researching config options to make the game less blurry and in doing so I saw videos of megatexture debug options in RAGE and they look extremely similar to Nanite visualizing options in the Matrix UE5 demo.

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@beardalaxy I read a bit more and Nanite is completely different so my guess was wrong

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