Billions of Triangles in Minutes
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Computer Graphics
Algorithm Optimization
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The article discusses an achievement in rendering billions of triangles in minutes, showcasing advancements in computer graphics and algorithm optimization, with the community showing interest and appreciation for the technical details.
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Oct 1, 2025 at 8:54 AM EDT
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This is very impressive, but I still think we're heading in a really scary direction with this combination of art & technology for gaming use cases. Memory bandwidth is finite. Giving an art team permission to use assets of arbitrary complexity is a dangerous precedent. It is impossible to put this kind of cat back into the bag once you start having trouble with it on lower-end platforms.
Resorting to TAA is inevitable if you lean on Nanite. All (efficient) intraframe anti-aliasing techniques fall apart with sub-pixel triangles. SSAA defeats the core principle of Nanite and MSAA would be potentially be even worse in the most degenerate cases.