
Mega Geometry “organizes detailed meshes into clusters so ray-traced scenes can adapt geometric detail efficiently,” according to Nvidia. The SDK appeared at version 0.9.0 beta in 2025 and found its way into Alan Wake 2’s title update 1.2.8 early that same year. Our test on an RTX 4090 found about 1GB of VRAM saved with a performance boost of 13%, at native 4K and with DLSS Quality. On an 8GB graphics card, that 1GB is an eighth of the memory.
The SDK is at version 2.0.0 on GitHub as of this week. The technology makes dense scenes less expensive to ray trace, with 2.0 specifically targeting geometry that doesn’t fit in VRAM. This means that “a scene’s source geometry no longer has to fit in VRAM [with detail] bounded by a memory budget rather than by mesh count,” according to Nvidia’s changelog.
When a scene goes over budget, it settles at lower detail instead of constantly swapping geometry in and out of VRAM. By default, this is based on 2GB of VRAM for streamed geometry, another 2GB for ray-tracing acceleration structures, and 4GB of material textures, but these are adjustable. The existing tessellation path remains.
In the case of Nvidia’s sample Zorah, there are 1.6 billion unique triangles in a 70GB download, with a first load that can require up to 64GB of RAM at peak. Zorah uses 31GB of mesh data, but the courtyard sample view only has 1.5GB of mesh data in VRAM, using an RTX 5090 at 4K with DLSS Quality.
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Key considerations
- Investor positioning can change fast
- Volatility remains possible near catalysts
- Macro rates and liquidity can dominate flows
Reference reading
- https://www.tomshardware.com/pc-components/gpus/SPONSORED_LINK_URL
- https://www.tomshardware.com/pc-components/gpus/nvidias-rtx-mega-geometry-2-0-streams-ray-tracing-geometry-into-vram-on-demand-nanite-inspired-design-drops-detail-instead-of-dropping-out#main
- https://www.tomshardware.com/membership
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Informational only. No financial advice. Do your own research.