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Testing Nvidia's RTX Mega Geometry tech, VRAM-reducing tech a leap forward for path-traced rendering

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Image accompanies the article at Tom's Hardware. No description was extracted from the 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.

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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.

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