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What's the difference between the new "automatic mesh LOD" in Godot and Nanite in Unreal 5?



Godot is using a more traditional graphics pipeline, and sending mesh data to the GPU after having the CPU do initial calculations for LOD. Nanite is designed as a "GPU software renderer" and therefore performs fine-grained LOD calculations "during" its rasterization, within the shader code. That's oversimplifying the exact steps, but it explains the orders-of-magnitude difference between Nanite and traditional approaches since doing more on the GPU means there aren't as many data transfer bottlenecks.


If data transfer bottlenecks are the issue, would using a hybrid CPU/GPU (Intel IGP, Apple Mx) setup not solve the issue?




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