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goopy20 said:

Dude... Nanite and Lumen aren't just plus-plus-plus effects you can turn on or off. Lumen and Nanite are designed to work together and are specific features that require next gen hardware. You can't scale down Nanite because without the SSD, there is no Nanite.

Think of it like this. Lets say you're building a cross gen game then yes, you can use Unreal 5. However, you will still need to keep in mind that the ps4 doesn't have a SSD, meaning streaming 8k movie quality assets on the fly and rendering huge worlds with unlimited geometry is going to set the ps4 on fire. Therefore, you can't really use Nanite. Now if you're making a next gen exclusive with Unreal 5, its a different story. Nanite would then allow you to basically go crazy with the core level and world design, and do things not possible on current gen. 

Lumin can be "bolted on" to any game with relative ease and does NOT require Nanite to function or work "together".

Lumin is a hybrid lighting approach which leverages ray traced bounce lighting via voxels (Aka. SVOGI), temporal accumulation, signed distance fields and screen space to achieve the results it did.

Neither of these technologies rely on any individual hardware features in the next-gen consoles and are thus scalable downwards/upwards to other platforms (Performance not withstanding of course!)

Need more details on Nanite to really make the claim of "Unlimited Geometry". - We have heard such claims before remember.



Guess we will find out all those nitty gritties when I can finally play around with the Unreal 5 engine development tools.




--::{PC Gaming Master Race}::--