Nvidia’s RTX Mega Geometry 2.0 adds streamed geometry
When memory runs short, scenes reduce geometric detail instead of repeatedly moving geometry in and out of VRAM.
Nvidia has updated its RTX Mega Geometry SDK to version 2.0, adding streamed continuous level-of-detail clusters so ray-traced scenes can use meshes that exceed available VRAM. When the memory limit is reached, the system reduces geometric detail rather than repeatedly moving geometry in and out of VRAM; its adjustable defaults allocate 2GB to streamed geometry, 2GB to ray-tracing acceleration structures and 4GB to textures. Nvidia’s Zorah sample shows the potential scale: its courtyard view uses 1.5GB of mesh data in VRAM, while the sample contains 31GB of mesh data overall. The release is aimed at developers, and Nvidia has not disclosed which Mega Geometry version Gears of War: E-Day uses. Players can first see Nvidia’s Nanite ray tracing in action during the game’s early access on Oct. 1.
Why it matters
For developers, this means a ray-traced scene can contain more geometry than fits in memory, with visual detail taking the hit when capacity runs short. For players, the SDK update does not confirm which Mega Geometry version Gears of War: E-Day uses; early access offers a first look at Nvidia’s Nanite ray tracing, not confirmation of the game’s SDK version.
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