Nanite ^new^ Today

Nanite eliminates this workflow. Now, assets comprising millions—or even billions—of polygons can be imported directly into the engine.

Nanite begins by pre-processing all source meshes offline. It generates a multi-resolution, clustered representation of the geometry, organized into a Directed Acyclic Graph (DAG). This is not a simple pyramid of LODs; it is a hierarchical data structure that breaks each mesh into fixed-size "clusters" of approximately 128 triangles. The engine then creates compressed representations of these clusters at varying levels of detail, down to the level of individual pixels. nanite

Traditionally, artists had to carefully manage the number of polygons in a scene. A single asset might need to be modeled in high fidelity, then retopologized into a low-poly mesh for the game engine, with details "faked" via texture maps. Nanite eliminates this workflow