#nanite

Suda51 apre alla possibilità di portare Romeo is a Dead Man su Switch 2, ma tutto dipende da Unreal Engine 5

fed.brid.gy/r/https://www.gala

<img alt="Suda51 apre alla possibilità di portare Romeo is a Dead Man su Switch 2, ma tutto dipende da Unreal Engine 5" class="webfeedsFeaturedVisual wp-post-image" height="1080" src="https://i2.wp.com/cdn.mos.cms.futurecdn.net/dBDWeyyw2kZMxH8r2pzsJJ-1920-80.jpg?w=1920&amp;resize=1920,1080&amp;ssl=1" style="display: block; margin-bottom: 5px; clear: both;" title="Suda51 apre alla possibilità di portare Romeo is a Dead Man su Switch 2, ma tutto dipende da Unreal Engine 5" width="1920" /><div class="starw-prima-del-contenuto_4" id="starw-173103669"><div id="addendoContainer_Interstitial"></div></div><p>Il CEO di <strong>Grasshopper Manufacture</strong>, <strong>Suda51</strong>, ha espresso il desiderio di vedere <em>Romeo is a Dead Man</em> approdare su <strong>Switch 2</strong>, chiarendo però che ogni decisione dipenderà dalle prestazioni del motore grafico sulla futura console Nintendo. Dopo la classificazione ESRB del mese scorso, il titolo è stato confermato durante il recente <strong>Grasshopper Direct</strong>: uscirà <strong>l’11 febbraio 2026</strong> al prezzo di <strong>50 dollari</strong>.</p><div class="starw-contenuto_6" id="starw-1736536999" style="margin-top: 2px; margin-bottom: 2px;"><!-- BOX 300x250 Articolo 1 -->
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<h2>Tempistiche di uscita e piattaforme previste</h2>
<p>Suda ha raccontato che, in origine, si era valutata un’uscita in contemporanea con un altro grande titolo – un
2025-09-25

[Перевод] Parrot Game Sample: референс-проект для перехода на Unreal Engine

Смена движка — один из вечных вопросов разработки игр, и разработчики знают, что перенос команды и проекта на новый движок может оказаться непростым испытанием. Движки отличаются друг от друга на архитектурном уровне, и это сказывается на всем: от стиля кода и инструментов до арт-пайплайнов создания графики. Это означает, что паттерны разработки и накопленная экспертиза команды потребуют обновления, если вы переходите на другой движок. Мы хотим сделать переход на Unreal Engine как можно более плавным для разработчиков — и здесь как раз пригодится Parrot Game Sample! Перейти к разбору

habr.com/ru/companies/otus/art

#миграция_на_Unreal_Engine #переход_с_Unity_на_UE5 #Parrot_Game_Sample #25D_платформер #lumen #nanite #Behavior_Trees #геймдев

2025-08-15

The problem of is not in its implementation, but rather the work pipeline.

Imagine having to tell the artists they now have to make 3~4 LOD versions because they want to optimize the game... for all the models they already did.

Fuck no. Enable Nanite, release the game and let PC Gamers take the blunt buying an RTX.

2025-08-14

Postapokalyptischer Waggon in Unreal Engine 5 – Erstes Projekt von 3D-Künstler Oleksandr Ohiievych
Der 3D-Künstler Oleksandr Ohiievych hat einen detailreichen, postapokalyptischen Zugwaggon in Unreal Engine 5 gestaltet.
xboxdev.com/postapokalyptische
#Entwicklung #3DDesign #ArtStation #Hitmarker #Lumen #Metro #Nanite #OleksandrOhiievych #Postapokalypse #STALKER #UnrealEngine #UnrealEngine5

2025-07-29

Changelists 40280437 and 40871224 from #UnrealEngine 5.6 can save a lot of memory and install size on platforms that don't need #Nanite fallback meshes.

We are on 5.5 in one of our projects, and don't plan to update to 5.6. I spent some hours today, getting those changes into the project, and testing the results, and am quite happy, as they seem to save about 400 MiB of VRAM on consoles.

(non-public) Github Links:
github.com/EpicGames/UnrealEng
github.com/EpicGames/UnrealEng

#GameDev

2025-07-04

Can we please stop using #UE5 for game development. Honestly, it is such an abomination. #Nanite in particular. youtu.be/Q0yfz8GO9ic?...

The Cursed "Optimization" In T...

Latest hard surface doodle in UE5... as Nanite mesh.

I realized that I don't really have good workflow for hard surface modelling for Nanite. Any recommendations for tutorials/courses? Esp. with focus on UVs and texturing for higher poly models?

#UE5 #hardsurface #b3d #nanite

New devlog post about exporting voxel models to optimised glTF meshes for Unreal Nanite.

There's a few technical details including some of the work arounds I use for issues with Nanite.

enkisoftware.com/devlogpost-20

#Avoyd #Voxel #Unreal #UE5 #glTF #Nanite #IndieDev #GameDev

2024-12-02

Unreal Engine Nanite recreated in Blender using Geometry Nodes.

I tried making UE5’s NANITE in BLENDER
~ James Combridge
(7:25 YouTube video)

youtu.be/Lc2KB8tIZaM

#Blender #Blender3D #UE5 #Nanite #GeometryNodes

A simple Apparance procedural system, parameterised in numerous ways, to tune a mountain vista to perfection. #UnrealEngine #Nanite #GameDev #ProcGen

unfa🇺🇦unfa
2024-08-22

As for the tech, I’m pretty sure it was the first game i played that used UE5, and i think it nicely demonstrates it’s strengths and weaknesses: nanite allows for huge open areas, seamlessly transitioning from high detailed meshes closeby to giant structures in the distance… but there are many glitches with lighting, vegetation animation seems weird, and it can’t do raytracing on PS5 ;_; but all in all it still looked great ^^

#ue5 #nanite

(3/3)

Hey unreal experts,

I have some problems with a nanite mesh after upgrading a project from UE 5.3 to 5.4.3.

The nanite mesh has some strange blue tint, which isn't present in the materials, textures or light maps. If i turn off nanite, the blue tint is gone.

Even if I replace all materials with a simple material, it still has the tint.

Mesh looks also fine in the Static Mesh Viewer in UE5.4

Has someone any ideas what the problem is?
#UE5 #UE #UnrealEngine5 #nanite

2024-05-09
2024-01-29

Note to Self (and anyone else): Looks like #UE5 is using the default 'Auto' precision setting for Nanite landscape, which seems to be picking the wrong precision, resulting in stairstepping for high Z scaled landscapes. Can change this in the engine source in LandscapeNaniteComponent.cpp

#Nanite #Unreal

2024-01-20

Trying to decide whether it's worth it to spend more time cutting out leaves on trees for Project CrazyKiki.

It's very hard to tell how significant the performance impact is, positive or negative. It does DRAMATICALLY reduce Nanite Overdraw, but there's also an increase in triangle count by at least an order of magnitude, and that may be cancelling out any gain. Especially when WPO is active.

#Unreal #UE5 #Nanite

When you don't have an office to decorate so break out the virtual fairy lights in your procedurally generated garden...

Built with Apparance for Unreal, free to try now at: apparance.itch.io/apparance-de

#UnrealEngine #UE5 #ProcGen #GameDev #Nanite #Lumen

Strings of coloured lights between trees of a paved garden with pools of water at night.Strings of coloured lights between trees of a grassy garden with patches of flowers at night.Strings of coloured lights between trees of a grassy garden with patches of flowers at night.Strings of coloured lights between trees of a grassy garden with patches of flowers at night.

🔥 We've just updated our popular #Unreal Engine #performance guide to help you get the most out of the exciting new features of #UE5! 🔥

✨ We're sharing our top tips on #Nanite, #Lumen, and more ✨

Head over to #GPUOpen now to take a look: gpuopen.com/learn/unreal-engin

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