@Navhkrin

Man I truly appreciate how you took time with this video and learned everything there is to know about Nanite before making a video about it. Unlike some other youtubers that just took advantage of new release and made terrible uninformative Nanite videos without even understanding how Nanite works in the first place.

@RM_VFX

You can also select several meshes in Content Browser and right click, then click Nanite>Enable or >Disable in the context menu.  Same as ticking the checkbox.

@jaisuryachandrasekar2k

Updated: In Unreal Engine 5.1 update nanite supports foliages (aggregate geometry)

@WilliamFaucher

Hey all, It would seem like I misheard, along with there being a typo in the Epic Livestream on Nanite @ 1:11:38. The powerpoint slide clearly says 6.14gb, but you can hear him say 16gb of nanite data on disk (Compressed). Still, not a crazy amount of data considering the size of the project.
https://www.youtube.com/watch?v=TMorJX3Nj6U

@neoteny7

I still don't know what nanite is

@-youssefmobarak

Man thanks so much for these things🤗....I need a deconstruction scene tutorial please😊

@ruslanmansurov3790

Thanks for giving us a compressed version of the 2 hours stream)

@MaskedNozza

Absolutely excellent to get the rundown on this. I'm fairly certain they mentioned they were trying to get foliage done. It's clearly not going to work in the early access but hopefully a lot of those things like foliage, hair/fur and skeletal meshes can get supported by Nanite at or after the full release.
 - Jamie

@thijsw1983

It is amazing that every subject I need for my professional work I can find on your channel. You give proper examples with comments that just hit the spot.
Information that I can use and interpretate in my own work. The depht of you research is awesome and not found very much around here on other tutorials.
Now lets get back into the engine, because you always motivate me to!

@RM_VFX

With overdraw, my understanding from the panel was it happens when you have a lot of stacked geometry where the surfaces are almost coplanar, so whatever occlusion testing they're doing is not accurate enough to know what to cull.  That's why the ground planes are having more trouble than the rock faces which are usually more widely spaced.  This is why I was advocating for some kind of landscape displacement to replace tessellation, so the ground can still be a landmass with some of the nice 3D Quixel materials applied, with Nanite meshes placed on top.

@kamilslaby_

The video quality here is amazing. Image is crazy sharp! Great face lighting

@brendansapp

Oh yes I've been waiting for a video on this ever since I got ue5, thanks!

@thomaseichler2368

That was a great summary of the UE5 Inside session about nanite. Thanks :)

@TAREEBITHETERRIBLE

super awesome in depth explanation. great show!

@ytubeanon

update: I think nanite now does leaves, trees and foliage

@jl-mg

I've been really confused about nanite up till now. Great video, I'm really excited to go implement this new knowledge now.

@DextraVisual

Seeing this technology finally made me jump from Unity to Unreal. Oh my god I love it. Just wish I'd done it sooner.

@bencone3737

Great video, incredibly clear and concise. For most Unreal users, this is much better than watching an hour long deep dive into info that doesn't really matter to us.

Thanks!

@monsterinsane2228

I'm waiting for this for like 2 weeks! thanks a lot!

@ArkaRoy-ub4eb

Your nanite lecture is realy understandable and a brief on nanite will help unreal. I don't have any other question on nanite