Nvidia · Microsoft · AMD · Tom's Hardware
Testing Nvidia's RTX Mega Geometry tech, VRAM-reducing tech a leap forward for path-traced rendering
Compiled by KHAO Editorial — aggregated from 1 outlet + 2 references discovered via search. See llms.txt for citation guidance.
◌ Single Source
The team took Nvidia's RTX Mega Geometry technology through a series of tests in Alan Wake 2 and the RTX Bonsai Diorama Demo to see how this tech reduces VRAM consumption and eliminates visual artifacts, thus helping pave the way to photorealistic real-time graphics.
Key facts
- At GDC 2026, NVIDIA announced that Mega Geometry would be implemented in the upcoming 2026 titles Control Resonant and The Witcher 4
- During their Future of Path Tracing presentation at GDC 2026, NVIDIA highlighted the RTX Mega Geometry foliage system coming to The Witcher 4
- On the RTX 5090 at 4K using DLSS Quality mode (internal rendering resolution of 1440p), the demo ran at 80 FPS
- On the 5090, the performance cost of enabling RTX Mega Geometry is 23% at 1080p, 24% at 1440p, and 21% at 4K
Summary
In 2018, NVIDIA announced its GeForce RTX line of graphics cards based on the Turing architecture, which would allow for hardware-accelerated real-time ray tracing. In 2019, Control launched with support for multiple ray-traced effects, RT reflections, RT transparent reflections, indirect diffuse lighting, RT contact shadows, and RT debris. Later, they would see full ray tracing, or path tracing, in games like Quake II RTX, Cyberpunk 2077, and more. Path tracing is present in several modern games, where it can significantly enhance lighting realism depending on the implementation.