Nanite's rendering technology works intelligently on the detail that can be perceived, no more. In this case, we don't need to draw all the stuff on display, only the stuff that is important to the player. This is where the compression is worth it. Nanite draws itself, and then compressed the scene, which is able to compress to half the data. A simple example: we are rendering a 3D object in a room, which has a parallax effect, and a viewer looks down to see the couch below. The game only draws the part of the object which the viewer can see: the couch. We then compress that, so the scene is only rendered out the visible region. Overall, it's 10 to 20x compression. This is the reason why Nanite's ai and rendering technology is so effective.
On the topic of rendering, Unreal Engine has introduced 'PhysX' which is a proprietary physics engine. While we are totally biased toward Unreal Engine and its possibilities, we feel this is unfair. UE 5 has introduced a custom physics engine with custom materials, meshes, and rendering. If we are to play a similar game, we will have to use it. The reasons for this is that PhysX has a lot of features, such as dynamic objects, soft bodies, cloth, and so on. We can easily port our existing code base to it, and our assets are compatible.
Unreal Engine 5 has implemented a custom physics engine in order to handle the immersive experiences. Nanite introduces a new rendering technology which is very efficient, in terms of both speed and size, and can be scaled to handle projects with any complexity.
It's quite interesting to see how ai plays a role in games such as Onrush and Hoverboard : getting the ai right on so many levels. The area ai is good for is not only for gameplay, but also for technical aspects such as pathfinding. Things like Boosters in Airjump are just awesome.
The new VR museum will also showcase the latest work on our early VR game, Adventures in 3D , which is also built on Nanite. It is a platformer that stands out in VR by being a side-on shooter. Your perspective is from the side of your head and the player perspective is inside your head. I have a game jam at the end of September when people can come and try the game at the VR museum.