F5F Stay Refreshed Software PC Gaming What games are using Nanite?

What games are using Nanite?

What games are using Nanite?

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BoomBoomJoe
Junior Member
5
04-10-2019, 06:00 PM
#1
I find pop-in unpleasant, which is why I’m drawn to Nanite. So far, the only titles using it are Remnant 2, which isn’t appealing, and Fortnite, where it doesn’t add value since it’s a fast-paced shooter you’d likely disable unless you have a high-end rig. Are there other games or upcoming releases that incorporate this feature?
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BoomBoomJoe
04-10-2019, 06:00 PM #1

I find pop-in unpleasant, which is why I’m drawn to Nanite. So far, the only titles using it are Remnant 2, which isn’t appealing, and Fortnite, where it doesn’t add value since it’s a fast-paced shooter you’d likely disable unless you have a high-end rig. Are there other games or upcoming releases that incorporate this feature?

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Sneakyginger8
Senior Member
580
04-11-2019, 05:57 AM
#2
My perspective is that if developed in UE5, any project can leverage it. It isn't particularly groundbreaking either. I recall the recent Black Myth: Wukong release where Digital Foundry highlighted Nanite. Fortnite employs it, Immortals of Avenum does too, and I'm currently playing The First Descendant built on UE5, showing its widespread adoption. Likely many more titles utilize it depending on available resources.
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Sneakyginger8
04-11-2019, 05:57 AM #2

My perspective is that if developed in UE5, any project can leverage it. It isn't particularly groundbreaking either. I recall the recent Black Myth: Wukong release where Digital Foundry highlighted Nanite. Fortnite employs it, Immortals of Avenum does too, and I'm currently playing The First Descendant built on UE5, showing its widespread adoption. Likely many more titles utilize it depending on available resources.

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audi497mks
Senior Member
601
04-11-2019, 10:05 PM
#3
For more details, check the write-up or the DigitalFoundry video on its application. https://www.eurogamer.net/digitalfoundry...ech-review
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audi497mks
04-11-2019, 10:05 PM #3

For more details, check the write-up or the DigitalFoundry video on its application. https://www.eurogamer.net/digitalfoundry...ech-review

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65
04-12-2019, 07:05 AM
#4
What really convinced me about ray tracing is how well reflections work. Screen space reflections look terrible, which is nice because it means we’re moving toward more realistic results.
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minecraft_xoxo
04-12-2019, 07:05 AM #4

What really convinced me about ray tracing is how well reflections work. Screen space reflections look terrible, which is nice because it means we’re moving toward more realistic results.

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yalo29
Senior Member
641
04-13-2019, 08:02 PM
#5
Current titles: Black Myth: Wukong Senua's Saga: Hellbade 2 Fortnite Lords of the Fallen Remnant 2 The Matrix Awakens (tech preview) Ark UE5 Remake Immortals of Aveum Upcoming titles: Ark 2 Avowed Dragon Quest 12 Echoes of the End Witcher 4 STALKER 2 Nightingale This functionality is integrated into UE5, though not every game fully utilizes it—similar to Lumen and its capabilities. In theory, any UE5-based game could benefit from Nanites. Building a complete high-quality model and letting Nanites handle the rest can simplify development more than crafting multiple levels of detail. Contrary to promotional claims, it doesn't eliminate pop-in entirely. Model quality shifts in real-time, but fast camera transitions still reveal changes. I tried Lords of the Fallen recently and noticed models shifting during cutscenes. Personally, I don’t see significant pop-in with older LOD systems if implemented well. In most games, I rarely spot pop-in unless I actively search for it. Some titles, like Ark: Survival Evolved, suffer from severe pop-in, with objects appearing unexpectedly far away. Nanites help but aren’t a perfect solution, and the issue is relatively minor. It’s better to value these features as enhancements rather than deciding game quality based on them.
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yalo29
04-13-2019, 08:02 PM #5

Current titles: Black Myth: Wukong Senua's Saga: Hellbade 2 Fortnite Lords of the Fallen Remnant 2 The Matrix Awakens (tech preview) Ark UE5 Remake Immortals of Aveum Upcoming titles: Ark 2 Avowed Dragon Quest 12 Echoes of the End Witcher 4 STALKER 2 Nightingale This functionality is integrated into UE5, though not every game fully utilizes it—similar to Lumen and its capabilities. In theory, any UE5-based game could benefit from Nanites. Building a complete high-quality model and letting Nanites handle the rest can simplify development more than crafting multiple levels of detail. Contrary to promotional claims, it doesn't eliminate pop-in entirely. Model quality shifts in real-time, but fast camera transitions still reveal changes. I tried Lords of the Fallen recently and noticed models shifting during cutscenes. Personally, I don’t see significant pop-in with older LOD systems if implemented well. In most games, I rarely spot pop-in unless I actively search for it. Some titles, like Ark: Survival Evolved, suffer from severe pop-in, with objects appearing unexpectedly far away. Nanites help but aren’t a perfect solution, and the issue is relatively minor. It’s better to value these features as enhancements rather than deciding game quality based on them.

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Milinia56
Member
231
04-15-2019, 11:00 AM
#6
I understand. Ray tracing can produce global illumination and shadows that seem less appealing at times. Wukong serves as a good case where ray-traced lighting often looks more realistic, while rasterized lighting feels more cinematic. Ultimately, it comes down to personal preference. On the other hand, ray traced reflections appear objectively better, and I haven't played a game that favored screen space reflections.
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Milinia56
04-15-2019, 11:00 AM #6

I understand. Ray tracing can produce global illumination and shadows that seem less appealing at times. Wukong serves as a good case where ray-traced lighting often looks more realistic, while rasterized lighting feels more cinematic. Ultimately, it comes down to personal preference. On the other hand, ray traced reflections appear objectively better, and I haven't played a game that favored screen space reflections.

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ClaudiaCat
Member
141
04-15-2019, 12:28 PM
#7
Horizon Forbidden West offers a visually appealing experience but lacks certain advanced features like ray-traced ambient occlusion and realistic shadows. It struggles with lighting effects, especially when geometry interacts with light on PC, often causing shadows to flicker or vanish. The game might have benefited from tools such as Ninite, which helps manage heavy geometry. Notably, it isn’t built using Unreal Engine 5, and its own engine appears more optimized for consoles than for PC. It seems the developers didn’t initially plan a PC release, leading to a somewhat underwhelming outcome despite the improved foliage visuals. Regarding rendering technologies, many UE5 titles use Nanite while others rely on Lumen, but most Lumen implementations still face light bleed problems. The challenge lies in developers having to test both software and hardware paths, often opting for software-only solutions to save costs.
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ClaudiaCat
04-15-2019, 12:28 PM #7

Horizon Forbidden West offers a visually appealing experience but lacks certain advanced features like ray-traced ambient occlusion and realistic shadows. It struggles with lighting effects, especially when geometry interacts with light on PC, often causing shadows to flicker or vanish. The game might have benefited from tools such as Ninite, which helps manage heavy geometry. Notably, it isn’t built using Unreal Engine 5, and its own engine appears more optimized for consoles than for PC. It seems the developers didn’t initially plan a PC release, leading to a somewhat underwhelming outcome despite the improved foliage visuals. Regarding rendering technologies, many UE5 titles use Nanite while others rely on Lumen, but most Lumen implementations still face light bleed problems. The challenge lies in developers having to test both software and hardware paths, often opting for software-only solutions to save costs.

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Kidloic
Junior Member
48
04-21-2019, 09:37 AM
#8
It's disappointing to see it isn't used for foliage, which seems like a common spot for pop-in in most titles. Still, it's worth keeping an eye on if I decide to purchase it. I won’t buy a game solely because it includes Nanite, but if I’m genuinely interested, that feature could be the push I need. That’s what happened with The Riftbreaker—initially I was keen, then I realized it would also support FSR. Once it became available, I grabbed it without even running a full playthrough with FSR turned on. While I didn’t test it fully, I still enjoyed experimenting and really liked the game. As someone who enjoys tweaking settings occasionally, I find it quite engaging. For me, having Nanite is a nice bonus, even if it’s not essential. It’s a very specialized experience, but that’s what draws me in.

Among these titles, Black Myth: Wukong stands out as the only one I was seriously considering. I’m not familiar with many of them, so I’ll look deeper, but it seems the feature isn’t available in any game I really want to play yet.

What matters most to me is being very sensitive to pop-in—I know I’m an outlier, otherwise everyone would have been chasing a similar technology for years. Honestly, I don’t think any single artifact breaks my immersion. My reaction to pop-in mirrors how other players feel about low framerates. No exaggeration—I’d gladly accept a lower frame rate if it meant smoother performance. I’d go for 30 frames per second if that were possible.

Just stop showing me low-poly models and textures that pop unexpectedly. Don’t let bushes or distant objects appear out of nowhere, nor should you cycle through drastically different materials. Right now I’m playing Borderlands 2, and the pop-in really bothers me. Every time I open a crate, the ammo looks like it’s made from an old PS1 texture, and it’s impossible to ignore. I tried the updated version of Borderlands 1, which didn’t have this problem, but the constant pop-in is ruining my experience. That’s why I’m reconsidering Nanite—I want graphics tech that delivers maximum detail at any distance without breaking immersion. Ideally, I’d like environments where LOD levels blend seamlessly, making objects look natural as you move closer. Seeing a house gradually reveal itself, with textures shifting smoothly rather than jumping in or vanishing, would make a huge difference. That would be far more immersive than the current experience.
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Kidloic
04-21-2019, 09:37 AM #8

It's disappointing to see it isn't used for foliage, which seems like a common spot for pop-in in most titles. Still, it's worth keeping an eye on if I decide to purchase it. I won’t buy a game solely because it includes Nanite, but if I’m genuinely interested, that feature could be the push I need. That’s what happened with The Riftbreaker—initially I was keen, then I realized it would also support FSR. Once it became available, I grabbed it without even running a full playthrough with FSR turned on. While I didn’t test it fully, I still enjoyed experimenting and really liked the game. As someone who enjoys tweaking settings occasionally, I find it quite engaging. For me, having Nanite is a nice bonus, even if it’s not essential. It’s a very specialized experience, but that’s what draws me in.

Among these titles, Black Myth: Wukong stands out as the only one I was seriously considering. I’m not familiar with many of them, so I’ll look deeper, but it seems the feature isn’t available in any game I really want to play yet.

What matters most to me is being very sensitive to pop-in—I know I’m an outlier, otherwise everyone would have been chasing a similar technology for years. Honestly, I don’t think any single artifact breaks my immersion. My reaction to pop-in mirrors how other players feel about low framerates. No exaggeration—I’d gladly accept a lower frame rate if it meant smoother performance. I’d go for 30 frames per second if that were possible.

Just stop showing me low-poly models and textures that pop unexpectedly. Don’t let bushes or distant objects appear out of nowhere, nor should you cycle through drastically different materials. Right now I’m playing Borderlands 2, and the pop-in really bothers me. Every time I open a crate, the ammo looks like it’s made from an old PS1 texture, and it’s impossible to ignore. I tried the updated version of Borderlands 1, which didn’t have this problem, but the constant pop-in is ruining my experience. That’s why I’m reconsidering Nanite—I want graphics tech that delivers maximum detail at any distance without breaking immersion. Ideally, I’d like environments where LOD levels blend seamlessly, making objects look natural as you move closer. Seeing a house gradually reveal itself, with textures shifting smoothly rather than jumping in or vanishing, would make a huge difference. That would be far more immersive than the current experience.

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ImJesse1
Member
55
05-07-2019, 03:57 AM
#9
It seems this feature is built into UE5 itself rather than an optional addition. Games created with UE5 will automatically support it, making it the standard method for handling geometry meshes within the engine.
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ImJesse1
05-07-2019, 03:57 AM #9

It seems this feature is built into UE5 itself rather than an optional addition. Games created with UE5 will automatically support it, making it the standard method for handling geometry meshes within the engine.

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yolotech
Member
139
05-11-2019, 07:25 PM
#10
Yes, it does need UE5, though not every game uses it. The option can be turned off.
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yolotech
05-11-2019, 07:25 PM #10

Yes, it does need UE5, though not every game uses it. The option can be turned off.

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