Behind the technology that's about to change game development for the next generation
www.pcgamesn.com
And this is seriously good news for the future of gaming performance
www.pcgamesn.com
I read both of those and think the quotes have been used out of context(and other quotes intentionally omitted) to suggest that the ability to display the 20m visible micro polygons per frame(so 600m polys/sec) from billions of source polygons could be done with just the GPU of a switch/one/Ps4, as though it is no problem for a PC.
Brain Karis old may 15 tweet
"As some have noticed Nanite software rasterizes most of the triangles we draw! We have 2 different specialized software rasterizers running in async compute. Fast enough to fill the screen with micropolys. More cool info on
#UE5, Nanite, and Lumen: "
From the above quote, either the reason the Fortnite at 60fps GPU geometry load on the PS5 is so light is because it is just rendering and lighting the animated geometry in the demo not processed by nanite/lumen. Or that the output from the two software renders is so optimal that it can render those micro polygons and the animated geometry without overdraw or redundant shading, etc.
The UE5 demo is capped at 1440p30 because of the limits of the software renderers running on the async compute- that are still being optimised - not the fixed path rasterization, etc processing of the GPU.