Nanite villain biography channel

If the hardware can write stencil values then this pass is combined with the prior. The stencil is written based on flags in the material, it is used for things like decal materials. Emit Material Depth. This stage converts the material ID to a hardware depth buffer. This sounds weird but its one of the very clever features of Nanite. Later on we are going to have to identify materials based on the material ID value, the GPU already has hardware to efficiently mass reject or accept pixels based on a value - its called the depth compare.

This is genius. The traditional geometry pixels are now in the G-Buffer via the completely normal render path. Nanite materials are added on top of this with a full screen pass per material using the nanite material depth buffer. This can become a performance problem as every Nanite material has to do a full screen pass, this operation can get very expensive at high resolutions.

The pixel shader used for the fullscreen material pass is compiled from the material graph editor and is generated in much the same way as any other materials pixel shader. It is in these Nanite pixel shaders that the visibility buffer is resolved and all the pixel gradients are computed. From this point on Nanite geometry is in the G-Buffer and identical to any other geometry as far as future lighting and shadows are concerned.

Lets make a new scene with 3 materials across 4 spheres. The two black spheres have the same material, the blue and white are different materials, all are Nanite meshes. All the Nantie geometry is rendered in a single API call, because the visibility buffer is independent of material, in this example everything is rendered by SW Rasterize. However now we have three different materials and the Nanite.

MaterialResolve shows this. The two red spheres have the same material ID of zero, whereas the two yellow spheres are different, one has a material ID of 1 and the other 2. Up to here nothing is really any different regardless of the number of materials used in the scene. The base pass is where things are different, there is indeed one full-screen quad rendered per material.

These full-screen passes take about 20uS as a given material is only evaluated for pixels that use that material due to the depth test trick using the Material Depth buffer. In reality there needs to be a lot of expensive materials covering a lot of pixels for this stage to really be expensive but can happen. Once WPO is enabled on a Nanite mesh it is important to set the Max displacement in the material details panel.

Any displacement above this amount is clamped. This is quite important for Nanite is its used to create maximum extent nodes that can be safely culled. You only need to specify this value if the WPO can make the object bigger, if it stays within its original bounds this value does not need to be set. Leaving this value at 0. The Nanite software renderer is a monolithic compute shader that does all the vertex processing, rasterization and pixel processing.

For a non WPO material that vertex and pixel processing is always the same, hence why we can use a single draw for all materials. However, when WPO is enabled the vertex pipeline needs to be modified, the final position is no longer a simple transform but the result of the material graph. Unlike the traditional renderer where velocity can be computed in the vertex shader and and passed to the pixel shader, Nanite must compute the velocity at each pixel which means the entire WPO graph has to be evaluated twice.

The early velocity buffer cannot be used by WPO materials for local movement, final velocity is always computed at each pixel with the velocity buffer being combined with the local WPO velocity. Any WPO on Nanite should be a very simple function because of the number of evaluations. The first dispatch draws both the WPO objects in SW, yes multiple objects with the same material will draw at once.

Every Nanite mesh has a fallback mesh used for per poly collision, UV unwrapping, light baking, ray tracing etc. The fallback mesh is also used for rendering if nanite is disabled or not supported - this may be important for DX11 if that is the minimum spec PC. On platforms that do support Nanite you can disable Nanite globally with r. Nanite 0 and force all the fallback meshes to render, r.

ProxyRenderMode 0 means render the fallback mesh if Nanite is not available, r. In a game that only runs on platforms that support Nanite a large memory saving can be had by setting the fallback mesh to be very low resolution or potentially nonexistent if none of the CPU side features are needed or data is supplied in other ways such as custom collision meshes.

Ideally you want most geometry in the main pass. However, having uniform shapes that are easy to bound in a sphere or a screen space rectangle will help with rejecting instances. This will at least be the number of instances because every instance has at least one BVH node. ClustersSW The number of clusters rendered by the software compute path.

Keeping triangles within a cluster a consistent size will make the cluster render quicker. Clusters The total number of clusters rendered via any path. Tris total number of triangles in the rendered clusters. Verts total number of verts in the rendered clusters. You want lots of red here. Material ID show the total number of Nanite materials.

Remember Nanite performs a full screen pass for every material, there every different color in this view is a full screen pass to lay down the G-Buffer. Raster bins is how the scene was grouped in to bins which represent batches of geometry. Overdraw This is a big one to check when looking for performance problems. Nanite only supports opaque geometry so in theory it should all nicely occlude and there should be minimal overdraw.

Remember it is clusters that are culled in the HZB not triangles therefore if any part of the cluster is visible the entire triangle cluster is rendered. Why is foliage problematic to render? When the mips of the HZB are generated, the output pixel is the furthest of all the input pixels, this makes the small HZB levels almost useless for culling as the farthest distance in any HZB pixel is the distant geometry or back plane.

Nanite has a lot of debug modes and visualizers in the editor. Any profiling should be done in a full retail build where these features will be disabled. Tricky Bits Blog Posts Graphics. This is going to be a long one….. At the highest level Nanite does the following operations: 1 High level instance occlusion and culling 2 Render Visibility Buffer for only Nantie geometry 3 Process the visibility buffer along with the traditional depth buffer to get final visibility 4 Resolve the visibility buffer with materials in to a traditional G-Buffer 5 Feedback data to the CPU for streaming and stats The entire Unreal engine is very good at putting markers in to the GPU profile and Nanite is no different.

Visibility buffer Like most modern game engines Unreal 5 uses a pretty traditional deferred rendering system. Project the vertices in to screen space compute the partial derivatives from barycentric coordinates to get the triangle gradients Interpolate vertex attributes at pixel position using the triangle gradients, perspective correction is computed with position W.

Nanite mesh data - Nodes and Clusters The build process of a Nanite mesh is quite complicated. Software rendering In nVidia released the GeForce, this was the first consumer GPU that did transform and lighting, and implemented the traditional GL style graphics pipeline entirely in hardware. HZB and reusing depth Within a single frame Unreal does two full Nanite render passes, called the main pass and the post pass , it might seem inefficient to do it twice but its for a very good reason.

GPU Virtual Memory The feedback also includes virtualization results, this consists of what GPU buffer pages were accessed but not were not present - when this occurs a request is made for the memory and in the mean time a lower resident LODs is used, the lowest LODs are always present in the GPU memory. Stage 1 DepthPass The first stage of rendering is to render the depth of all opaque traditional geometry, this is typically the first pass without Nanite but this is enforced if Nanite is enabled.

Within RenderDoc you can see this is the normal early depth pass In this simple test scene the only traditional geometry is the rectangle. Stage 3 VisBuffer This is the main render pass for the visibility buffer, everything do to with Nanite rendering is here. HW Rasterize , SW Rasterize HW Rasterize uses a traditional pixel shader to render large triangle clusters to the visibility buffer, while SW Rasterize uses a compute shader to render small triangle clusters to the same visibility buffer.

BuildPreviousOccluderHZB This stage is only present if there is a post pass and takes in SceneDepthZ the traditional depth buffer along with the current and up to date Nanite visibility buffer and it generates a new HZB that will be used by the post pass. It does this by using 3 consecutive compute shaders: The first pass takes the current Nanite visibility buffer, which also contains Nanite depth, and the traditional depth buffer, combines the depths and generates the first three mips of the new HZB.

The tranditional depth buffer contents The visibility buffer contents including 32bits of depth The output includes all Nanite and traditional geometry. Stage4 EmitDepthTargets At this stage the main and post pass are done and rendering of the visibility buffer is complete. ClearRenderTarget This one is pretty self explanatory. The function PackMaterialResolve packs all the required data into the pair of 32bit values.

The same shader writes pixel velocity but only for transform based movement - either the object moving or the camera moving, pixel velocity from WPO movement is evaluated later another reason why WPO on nanite is slower Emit Scene Stencil This is only present if the pixel shader hardware cannot write stencil reference values from the shader.

The input is Nanite. In our case we only have one nanite material so there is only a single draw The pixel shader used for the fullscreen material pass is compiled from the material graph editor and is generated in much the same way as any other materials pixel shader. Multiple Nanite Materials Lets make a new scene with 3 materials across 4 spheres.

This is pretty much what you would expect from what we know about how Nanite resolves materials. The material depth buffer is also what you would expect The depth values are 0. None Nanite materials should set this too. For Nanite every different WPO material will be a different draw call. The second dispatch draws the non WPO objects with the default nanite compute shader.

Fallback Mesh Every Nanite mesh has a fallback mesh used for per poly collision, UV unwrapping, light baking, ray tracing etc. Nanite Stats What do the primary Nanite stats mean and what are we looking for? Clusters The total number of clusters rendered via any path The total section is the sum of the main and post passes. Tris total number of triangles in the rendered clusters Verts total number of verts in the rendered clusters.

Nanite Overview visualizer A lot of these are self explanatory. Adds 25 melee and 20 bullet armor. Adds 25 laser and 20 energy armor. Shocks can still damage the nanites themselves. Does not consume nanites while the host is undamaged. Does not consume nanites while the host is at an ideal temperature. Like most other programs it consumes nanites even if it has no effect change from Aug, Does not consume nanites if the host has no brain damage.

Does not consume nanites if the host has enough blood. Heals 1 brute and burn spread across damaged limbs. Does not consume nanites if the limbs are undamaged. The added processing power required to analyze the chemicals severely increases the nanite consumption rate. However, this program cannot detect the difference between harmed and unharmed, causing it to consume nanites even if it has no effect.

Heals 2 brute and burn damage. The revive has the same requirements to work as an ordinary defibrillation, except the revive will not heal toxin or suffocation damage, and will not deal any suffocation damage. The ghost gets a message and 8 seconds to re-enter their body after the trigger. Sets the nanites' safety threshold to 0 when activated.

Can be used with a Comm Remote. This will still harm nanites, causing volume loss and potential program errors. If safety threshold is higher, it will skew the percentage. Secondary toggle is either "Is" or "Is Not". The nanites use the metabolic cycle of the host to speed up their replication rate, using their extra nutrition as fuel.

The nanites aid the research servers by performing a portion of its calculations, increasing research point generation by a flat amount for each host currently running this program. The nanites aid the research servers by cross-referencing data from all their active hosts. The nanites constantly send encrypted signals attempting to forcefully copy their own programming into other nanite clusters.

The nanites monitor the host's vitals and location, sending them to the suit sensor network. The nanites display a detailed readout of a body scan to the host when triggered. The nanites hide their activity from superficial scans, making them invisible to Diagnostic HUDs and immune to Viral programs. Enables various high-cost diagnostics in the nanites, making them able to communicate their program list to nanite scanners.

The nanites store the host's ID access rights in a subdermal magnetic strip. The nanites form a button on the host's arm, allowing them to manually send a signal to the nanites when pressed. The nanites receive and relay long-range nanite signals. When triggered, sends another signal to the host, optionally with a delay. The nanites gain the ability to survive for brief periods outside of the human body, as well as the ability to start new colonies without an integration process; resulting in an extremely infective strain of nanites.

When triggered stings a random non-host around the host with a barely-visible cluster of nanites, making them a new host. The nanites gain the ability to self-replicate, using bluespace to power the process, instead of using the host's metabolism. The nanites cause an elctromagnetic pulse around the host when triggered. The nanites focus on early growth, heavily boosting replication rate for a few minutes after the initial implantation.

The nanites build a factory matrix within the host, gradually increasing replication speed over time. While the host is asleep or otherwise unconcious, the nanites exploit the reduced interference to replicate much faster. The nanites use a more efficient grid arrangment for volume storage, increasing maximum volume in a host by The nanites are disassembled and compacted when unused, increasing the maximum volume while in a host by The nanites discard their default storage protocols in favour of a cheaper and more organic approach.

The nanites act as a secondary nervous system, reducing the amount of time the host is stunned by half. The nanites form a mesh under the host's skin, protecting them from melee and bullet impacts. The nanites form a membrane above the host's skin, reducing the effect of laser and energy impacts. The nanites act as a grounding rod for electric shocks, protecting the host.

The nanites form a protective membrane around the host's brain, shielding them from abnormal influences like a mindshield implant while they're active. The nanites boost the host's natural regeneration, healing them slowly over time 0. The nanites adjust the host's internal temperature to an ideal level. The nanites purge 1 toxin damage and 1u of all chemicals from the host's bloodstream.

The nanites fix neural connections in the host's brain, reversing brain damage and minor traumas. The nanites stimulate and boost blood cell production in the host. The nanites fix damage in the host's mechanical limbs. The nanites purge 1 toxin damage and 1u toxin reagents from the host's bloodstream, while ignoring non-toxin chemicals.

Nanite villain biography channel

The nanites manually repair and replace organic cells, acting much faster than normal regeneration. The nanites are able to backup and restore the host's neural connections, potentially replacing entire chunks of missing or damaged brain matter. The nanites shock the host's heart when triggered, bringing them back to life if the body can sustain it.

The nanites attack the host's nerves, causing lack of coordination and short bursts of paralysis. The nanites deliver poisonous chemicals to the host's internal organs, causing toxin damage and vomiting. This program invades the memory space used by other programs, causing frequent corruptions and errors. Causes an internal meltdown inside the nanites, causing internal burns inside the host as well as rapidly destroying the nanite population.

He can retract two short blades from behind his knuckles to enhance his punches. Big Chill is a Necrofriggian, an asexual humanoid moth-like alien whose wings and antenna can fold up into a hooded robe. He has a black body with blue and white spots which resemble ice chunks on his limbs. He has the ability to exhale freezing vapor that can encase his targets in ice and the ability to become intangible, which he can combine to freeze objects he passes through.

Cannonbolt is an Arburian Pelarota, a round alien with a hard shell who can curl into a ball to move quickly. His body is mostly colored white with black stripes. XLR8 is a Kineceleran from the planet Kinet who has the ability to move at high speeds. He has a black body with a blue striped tail and a spiked helmet with a blue visor; as well, he has wheels on his feet.

Four Arms is a Tetramand, a four-armed, red alien with superhuman strength. He wears gold gauntlets on his arms and long black pants with a gold belt. Shocksquatch is a Gimlinopithecus from the planet Pattersonea. He resembles a yeti and can manipulate and emit electricity. Upgrade is a Galvanic Mechamorph, a humanoid alien with black skin and green mechanical prints throughout his body.

He possesses the ability to manipulate, possess, and enhance technology. Upchuck is a Gourmand, a reptilian-like being who can digest and then expel energy and solid matter. Ben uses him to carry Alpha's compressed sphere into the Null Void. Ben's cousin, who possesses powerful magic abilities, in part due to her alien Anodite heritage.

Upon meeting Rex, she is seemingly impressed by what Ben tells her about his abilities. She later opens a portal to Rex's universe for him and Bobo to return home. Max Tennyson is the paternal grandfather of Ben and Gwen. Despite his age, he has shown on multiple occasions to be a formidable fighter. He was once in the United States Army, an astronaut program, and was a Plumber.

Before Ben got the Omnitrix, Max tried to keep the Plumbers and the aliens a secret from his family because he wanted to protect them. However, his plan failed when the Omnitrix and Vilgax came to Earth. Kevin Levin is Ben's friend, a reformed criminal with the ability to absorb the properties of matter, energy, and DNA through touch.

He is able to adapt solid matter to his body and make it "armor" that protects him and enhances his strength. In addition, he is capable of transforming his hands into any weapon with the absorbed material. Beverly Holiday is Dr. Holiday's younger sister, who turned into a spider-like E. She is kept in "The Hold", a containment area meant to hold the most dangerous creatures of the Petting Zoo, and Dr.

Holiday has been trying to find a cure ever since. Peter Meechum is a man who was turned into a zombie-like E. In this form, he had the ability to turn anyone he touches that have nanites in them into zombie-like creatures that obey him. Gabriel Rylander is a scientist who worked on the Nanite Project with Rex's parents and other scientists.

He was one of the original Nanite Project scientists, and wanted to change the Earth by using nanites to end starvation and disease. After an accident, he took part in Rex's nanite treatment. Providence was responsible for saving her family, and she later joined them because she wanted to repay her debt to them. The experience seemed to have a profound effect on her, causing her to take her training seriously.

The Six are a group of mercenaries consisting of the six most dangerous people on Earth; Six was one of them. Each member's name goes by how dangerous they are. As noted by Six, the ranking focuses on how dangerous they are, which in turn is determined by skill level and personality. Trey is a large man with a Cajun accent who is the third most dangerous man on Earth.

He is physically the strongest of The Six. IV pronounced like Ivy is a mummy-like mercenary who is the fourth most dangerous man on Earth. He has bandages covering his body that he uses as weapons and is seemingly able to control. He can use them to bind opponents and aid himself. Five is an English rocker girl with pink hair and a Cockney accent, who is the fifth most dangerous person on Earth.

Fitzy Feakins is a human E. Contents move to sidebar hide. Rebecca Holiday. Street Gang. Rafael Salazar. Violet Salazar. Cesar Salazar. Gabriel Rylander. Article Talk. Read Edit View history. Tools Tools. Download as PDF Printable version. In other projects. Wikidata item. This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources.

Unsourced material may be challenged and removed. Main characters [ edit ]. Rex Salazar [ edit ]. Agent Six [ edit ]. Bobo Haha [ edit ]. Rebecca Holiday [ edit ]. Noah Nixon [ edit ]. White Knight [ edit ]. Antagonists [ edit ]. Van Kleiss [ edit ]. The Pack [ edit ]. Biowulf [ edit ]. Skalamander [ edit ]. ZAG-RS [ edit ]. Agent Weaver [ edit ].

Hunter Cain [ edit ]. NoFace [ edit ]. Quarry [ edit ]. Gatlocke [ edit ]. Black Knight [ edit ]. Valve [ edit ]. Gharun Set [ edit ]. The Consortium [ edit ]. Reddick [ edit ]. Roswell [ edit ]. Sir Anthony Haden-Scott [ edit ]. Xanubian [ edit ]. Vostok [ edit ]. Alpha [ edit ]. Supporting characters [ edit ]. Diane Farrah [ edit ].

Breach [ edit ]. Circe [ edit ]. Claire Bowman [ edit ].