NVIDIA is enhancing Unreal Engine developers’ understanding of RTX Mega Geometry, a technology introduced in February to improve geometric detail in ray-traced applications by efficiently handling complex geometry.
The technology has been integrated into the RTX Branch of Unreal Engine 5.6, and initial coverage was limited due to its complexity and scarcity of implementations. Alan Wake 2 was one of the few early adopters of RTX Mega Geometry, and it faced constraints from limited software support for mesh shaders.
RTX Mega Geometry utilizes clustered Base-Level Acceleration Structures (BLAS) and partitioned top-level acceleration structures to accelerate the creation of Bounding Volume Hierarchy (BVH) trees. This enables up to 100 times more ray-traced triangles, allowing for full ray tracing of highly detailed Nanite geometry and improving real-time photorealism performance in games and cinematic applications.
NVIDIA states that RTX Mega Geometry addresses the challenges associated with complex ray tracing on intricate geometry, substantially reducing BVH build times, memory footprint, and CPU overhead. The technology clusters and updates complex geometry in real time for ray tracing calculations, resulting in improved FPS and reduced CPU overhead and VRAM consumption in heavy ray-traced scenes.
The company explains that RTX Mega Geometry solves problems posed by complex ray tracing and intricate geometry, which can lead to massive BVH structure build times, memory footprint, and CPU overhead. NVIDIA is set to discuss RTX Mega Geometry in the upcoming Level Up with Nvidia webinar series on September 23, featuring a bonsai sample scene utilizing the feature and providing updates on the next NvRTX release.
Registration for the webinar is available on the NVIDIA website. The company believes RTX Mega Geometry could significantly impact the fidelity of game graphics in future consoles, potentially including the PlayStation 6.




