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Nanite

Programming På svenska → Updated: 2026-10-25
More info
Creator
Epic Games
Released
Type
Virtualized geometry system
Website

Unreal Engine 5's system for rendering film-quality meshes with billions of triangles and no hand-authored levels of detail.

The trick is to store source geometry as small clusters and, every frame, pick exactly the resolution each cluster needs — in practice roughly one triangle per pixel, no matter how dense the original model is. Tiny triangles are rasterized by a custom software rasterizer on the GPU, because fixed-function hardware falls apart once a triangle covers less than a pixel; larger surfaces take the usual path.

The payoff is that levels of detail and polygon budgets no longer need hand-tuning — you can import photogrammetry or ZBrush sculpts as-is. It shipped with UE5 Early Access in 2021. Early limits covered deforming and masked materials; support has widened since.

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