This is a menu option that provides more explicit control over which target to reduce to for the fallback mesh: Relative Error or Percent Triangles. We added a Fallback Target setting to Nanite static meshes. We fixed several issues in the editor related to selecting, modifying, or deleting instances of an instanced static mesh or foliage actors that had Nanite enabled. Nanite Instanced Static Mesh (ISM) / Foliage Instance Selection Nanite object selections no longer flicker with TSR/TAA enabled, nor get occluded by other objects, and they render at final resolution. Initial tests show a 20% speed improvement for rasterization of masked foliage. Performance improvements for masked materials and Pixel Depth Offset (PDO)Ī new sliding window vertex cache for programmable raster results in faster masked materials and PDO. WARNING: Enabling this feature currently comes with a performance cost that affects culling performance of all of Nanite, and there are currently known issues with incorrect culling under extreme deformation. This feature can be enabled by setting r.Nanite.AllowSplineMeshes=1 in a settings. We introduced an initial implementation of the spline mesh component for Nanite meshes. Enabling this comes at a modest cost of an additional ~10% increase in memory and disk footprint for the asset. To support these cases, users can now opt to store and use the original model tangents on a per-asset basis. However, there have always been cases, especially for low-poly models, where the implicit tangents are too imprecise and custom per-vertex tangents are needed to reach target quality. This is computationally convenient, makes tangents free in terms of memory and disk footprint, and works well in practice for many types of meshes, especially highly tessellated ones. Until now, Nanite has relied on a tangent space that is implicitly derived in the material, based on the screen-space positions and UV gradients. Nanite now supports explicit tangents in the data format and runtime. Thank you to each of these contributors to Unreal Engine 5.3:ĩ09185693, 34Pibo, aaronmjacobs, Acren, aijkoopmans, AishaBrown-SMG, aknarts, alexey-pelykh, alwintom, AndreaCatania, AndTikhomirov, ArcEcho, astutejoe, avudnez, baronpumpky, BenVlodgi, BinaerBoy, Bioliquid, BlenderSleuth, bretternst, brycehutchings, c4augustus, CaptainHoke, chalonverse, chrismcr, Cleroth, cneumann, crobertson-d3t, crssnky, David-Vodhanel, dbsigurd, Deathrey, DecoyRS, djethernet1, DomCurry, dorgonman, Drakynfly, DreikaEru, drichardson, dulanw, Dumbeldor, dyanikoglu, Edstub207, erebel55, error454, fieldsJacksonG, FineRedMist, flibitijibibo, foobit, freezernick, gbxAlx, gonfva, hellokenlee, hkzhugc, HSeo, Ilddor, ilkeraktug, ImaginaryBlend, iniside, jackatamazon, JakobLarsson-Embark, jammm, janurbanech13, jcb936, JDCruise, jfgoulet-gearbox, jimsimonz, Johnsel, JonasKjellstrom, jorgenpt, KacperKenjiLesniak, KaosSpectrum, KasumiL5x, KeithRare, kimixuchen, kissSimple, kniteli, KristofMorva, ldisthebest, LennardF1989, Levil0229, lflecunneen, lightbringer, lijenicol, lijie, liuhao0620, loening, LtRandolph, lucyainsworth, MalikuMane, mamoniem, manugulus, marcussvensson92, mariuz, mattiascibien, MaximeDup, microsoftman, MikBou123, mkotlikov, muit, OskarHolmkratz, pepsiandmilk, PhilBax, Phyronnaz, pirskij, praisesolek, projectgheist, QRare, qwe321, RandomInEqualities, Rareden, robert-wallis, RobertVater, roidanton, ryanjon2040, samhocevar, satoshi-iwaki, scorpio20t, Skylonxe, slackba, slonopotamus, Sn-a-ke, SRombauts, steelixb, stlnkm, teessider, tehpola, TheJamsh, TheoHay, Thomasleeee, tianyu2202, tommybear, tonetechnician, ToniSeifert, tuxerr, ukustra, Ultrahead, ungalyant, user37337, Vaei, velvet22, vorixo, Voulz, vsrc, WarmWar, WillmsBenjamin, WinsonSS, xiexbmu, yaakuro, yatagarasu25, yehaike, ZioYuri78, zompi2 This release includes improvements submitted by our community of Unreal Engine developers on GitHub. This release delivers improvements in a wide variety of areas, including Rendering, Worldbuilding, Procedural Content Generation (PCG), Animation and Modeling tools, Virtual Production, Simulation, and more. Unreal Engine 5.3 brings further improvement to the core UE5 toolset.
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