3 ms·
That's assuming 6 bytes per vertex, 3 vertices per triangle? Most assets use triangle strips, which averages closer to 1 vertex per triangle. They also said the
by omikun 6y ago
That's assuming 6 bytes per vertex, 3 vertices per triangle? Most assets use triangle strips, which averages closer to 1 vertex per triangle. They also said the souce mesh is in billions of triangles, but their Nanite pairs that down to 10's of millions. At ~1 vert/tri * 6bytes * 100mil tri, that's 600MB of meshes. Keep in mind this is just a demo, so they can pack what would normally be an entire level into one room. A whole game might end up be equivalent to a couple of demos after they manually optimize even more.
- 6gvONxR4sf7o 6y agoI was going off of this: > Thus, when vertices are shared, the total amortized storage required per triangle will be 12 bytes of memory for the offsets (at 4 bytes for three 32-bit integer offsets) plus half of the storage for one vertex—6 bytes, assuming three 4-byte floats are used to store the vertex position—for a total of 18 bytes per triangle. From here: http://www.pbr-book.org/3ed-2018/Shapes/Triangle_Meshes.html http://www.pbr-book.org/3ed-2018/Shapes/Triangle_Meshes.html And I they said hundreds of billions of triangle, not just billions (timestamp 6:29), but another commenter made a point that's obvious in retrospect that it's a ton of reused assets, not hundreds of billions of totally independent triangles.