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An army of candelabras. 317,000,000,000 triangles full of them. Ready to attack.

These are fun, but the tests are meaningful. Kyle did some math:"Of course the secret is you're not really looking at 317 billion tris. That's the total of all the meshes in the scene, but Nanite [the new UE5 program] reduces their tris count the further away you get. It's a glorified LOD system, if I had to describe it in a few probably inaccurate words. And if you factor in that you'll never see everything on the ship at once, and not laid out like the chairs and candelabra are, then you'll never come close to seeing that many tris' worth of meshes, even if the whole ship were there in high-poly."

So in the scene above we are looking at not 317 billion triangles/polygons in these thousands of candelabras which are providing 50-60 fps, but 504 Titanics.

Files

Attack of the Candelabras

Comments

Buddy

Now it‘s really getting ridiculous... not a fan of the turn you‘re lately doing

Adam Beals

Lighten up - can't people have some fun?

Heidi Storehalder

I gotta say, I wasn't expecting the music.... but that did make me laugh!

Josh Holland

I don’t think you get it do you? UE5 is amazing and will work wonders with this Titanic game. This project will realistically be able to do a hell a lot more than what UE4 can do.

Buddy

@josh holland I Never questioned that

Frank Belanger

Just wondering, can UE5 help with curves? I have to admit, once I've noticed the segments in, say, a port hole, or the grand staircase dome base, I can't un-see it.

Titanic: Honor & Glory

Yes, great question. We can add and have more tris or polygons. So a porthole, or any other curved object which would usually have a limited number of those polys/tris to save on FPS and all sorts of other engine processing can have more until the curve looks nice and smooth.

Frank Belanger

That would make a great video short.