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I've been actively working on the meshlet PR. A couple quick notes:
And then there's what Nanite enables, which is near unlimited micro-poly geometry. This involves a lot more work. Not only is streaming and compression necessary right off the bat, but the LOD scheme is extremely complex, and you have to write a custom rasterizer in compute shaders. This is not at all an easy task. Furthermore, not many developers, much less indie developers (which is Bevy's main audience atm), are even equipped with the asset pipeline to be able to use this kind of feature. So TLDR; #10164 will already give a large improvement in things along the direction of Nanite, but fully implementing Nanite is way out of scope any time soon. |
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@JMS55 Really good points and great job, I mentioned #10164 in this line as i think it should get more attention in a long run:
And I'm glad for it as it basically solves poly count issue for a next couple of years! |
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Nevertheless, it is never a bad idea to draw some inspiration from other technology for Bevy's long-term future. So maybe this is a good place for discussion, even if implementing similar features in Bevy is not realistic at this point.
One of the big new advertised features of UE5 is Virtualized Geometry (called Nanite)
https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Nanite/
This sounds like a big deal for small teams or solo developers, which makes it in turn potentially very interesting for Bevy's target audience.
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