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High Detail UE5 Millennium Falcon WIP - Update 4

UPDATE: Since screen space AO with Lumen has been disabled in 5.2 ( or at least the old way of enabling it doesn't seem to work any more and I haven't looked into any alternatives yet ) I went in and added material AO to all the meshes in the scene to make the modeled details pop a little better.

Hello again everyone! So here is part 2 of my current super high detail UE5 Millennium Falcon project. I now have it all running in Unreal 5. All geometry are Nanite meshes, and the scene is lit with dynamic lights & Lumen for GI. So for this post, the video will give you a better understanding of why I went as NUTTY as I did with the triangle count. It wasn't just "let's see how many polygons we can throw at Nanite" although that was part of it. No, it was more about wanting to build a high-detail mesh that holds up at any distance in a 1st-person camera, where you can walk right up to it and stick your face in the various greeble rat-nests and have the nice smooth detailed surfaces hold up. And as I mentioned in the last post, It is also a test to see how well Nanite handles 470+ million triangles of bespoke mesh, as opposed to taking a handful of 1 - 2 million triangle meshes and instancing them a bunch of times throughout a level. And that roughly 471 million triangle mesh is just the Falcon. Add in the arena, the platform, and the turbolazer towers, and the whole scene probably comes in at a little over 500 million ( but I haven't confirmed that yet, it's just a guess ) So yea, we have the Falcon mesh which is bespoke, and also some instancing of the rest of the assets that make up the arena. Next it is off to texture this monster. Hopefully I can finish it before the voices in my head become too restless!!! So far I have only been able to test this on an RTX 4090 / RTX 3090 / and an RTX 2080 Ti. At 4K native resolution, with no TSR scaling, the 4090 gets 70 - 80 FPS / the 3090 gets 50 - 65 FPS / and the 2080 Ti comes in at 20 - 30 FPS. However with TSR scaling set to 50% screen percentage, those frame rates jump to 120 / 90 / 50. VRAM usage at 4K with no TSR is about 9.5 GB, 1080p comes in a little over 6 GB. Hope you all enjoy, and I will post more updates as work progresses, thanks everyone!

Image #1 of the Nanite views - lit rendered

Image #1 of the Nanite views - lit rendered

Image #2 of the Nanite views - Triangle Display

Image #2 of the Nanite views - Triangle Display

Image #3 of the Nanite views - Clusters

Image #3 of the Nanite views - Clusters

Image #2 of the Nanite views - Overdraw

Image #2 of the Nanite views - Overdraw