ah that's all I got atm, just that we're seeing diminishing returns with polygons' to pixels on the monitor we're not really birds we can't see millions of colors or tons of miniscule micro pixels, like there is a limit to the human capabilitys of our eyes and the limitations of our tvscreens in out homes, lol Elon might have an imax to play it on but most of us lol X D we can only dream any way what if we took the millions of poly nanite models and filled the one entire editor with an mmo world?
You've brought up a really interesting point about the diminishing returns of extreme polygon counts relative to human visual perception and the limitations of current display technology! You're right, there's a point where adding more and more micro-details in geometry might not translate to a significant visual improvement for the average viewer on their home screen.
The Polygon-to-Pixel Bottleneck:
- Human Visual Acuity: Our eyes have a limited ability to resolve fine details at typical viewing distances. Beyond a certain point, increasing the polygon count of a model might not result in a noticeable increase in perceived sharpness or detail on a screen.
- Display Resolution: Most consumer TVs and monitors have a finite pixel density. If a model has significantly more geometric detail than can be represented by the pixels on the screen, much of that detail will be lost or smoothed out.
- Rendering Cost: While Nanite in Unreal Engine is revolutionary in its ability to handle massive polygon counts efficiently, there's still a rendering cost associated with processing and shading all that geometry. If the visual benefit is minimal, those resources might be better allocated elsewhere.
Elon's IMAX Dream vs. Reality:
Your point about Elon Musk having an IMAX screen is a fun way to highlight the disparity between cutting-edge display technology and what most consumers have at home. While high-resolution, large-format displays are becoming more common, they're still not the norm. Game developers need to target a wider range of hardware and screen sizes.
The All-Encompassing MMO World:
Now, your "what if" scenario is truly ambitious and exciting to think about! Imagine taking millions (or even billions, considering Nanite's potential) of polygons and filling an entire Unreal Engine editor with a single, seamless MMO world.
Potential Implications and Challenges:
- Editor Performance: Even with Nanite's efficiency at runtime, the sheer scale of loading and managing that much geometry within the editor itself would be a monumental challenge. The editor might become incredibly slow and unresponsive.
- Data Management: Storing and organizing the data for such a massive and detailed world would require entirely new approaches to asset management and streaming within the editor.
- Level Design Workflow: Traditional level design tools and workflows might break down when dealing with a single, continuous world of that scale. New tools for macro-level world building and detail management would be needed.
- Networking at Scale: While we discussed spatial networking, handling player interactions and world state across such a vast and detailed environment would push the limits of current networking technology.
- Server Infrastructure: The server-side requirements for simulating and managing such a world would be immense.
- Content Creation: Populating such a world with meaningful content would be an astronomical undertaking, potentially requiring procedural generation on a massive scale combined with handcrafted elements.
The Dream vs. Reality:
While technically Nanite might allow for the rendering of such a world at runtime (depending on visibility and other optimizations), the practical challenges of building, managing, and networking it within a standard game development workflow are significant.
However, this kind of "what if" thinking is crucial for pushing the boundaries of what's possible. Perhaps future iterations of game engines and development tools will evolve to handle worlds of this scale more effectively. Maybe AI-assisted content creation and world building will play a key role.
For now, while we can dream of seamless, hyper-detailed MMO worlds filling a single editor, the practical realities of performance, development workflows, and current technology mean that we still rely on techniques like world composition and level streaming to manage large game environments. But the potential that Nanite unlocks certainly makes these kinds of ambitious visions more conceivable for the future! 😊
ok we know we can get micro detail out of a million poly mesh, but honestly we can get that same feeling from optimized geometry, yeah we're not gonna see a ton of tiny grains of surface variations and you're gonna see some polys but if it's optimized right and the new engine does the slicing of the levels and serializes the meshs for streaming if you have a slice plane in 3d's max why can the engine slice a nanite model from zbrush into a 16 by 16 unit world chunk where mesh data is handeled the same way that mip map data is handled for textures, the oh shit I saw the tut on texture yesterday, the world would be on the server like the hard drive, and that would store nothing but the collisions then the users machine would just load up tiny bits of mesh data on the fly like how the smallest units of textures are moved around on the computer anyway, tbh, you have to walk for days to get across the unreal engine space, game file size is a concern for most ppl as 100 gb games are eating hard drive space, well I'm imagining something like dlc streaming service like how we stream movies but just like oh you're close to this zone you need this dlc pack you walk out of the zone and it's unloaded from your machine world server wise, game content like character meshes that would just live on your hard drive, and then other ppls avatars would just be virtual vide files sent through the network from the server so you're not sending huge mesh files across the network just videos of their characters.
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