Tuesday, March 10th 2026
NVIDIA Announces RTX Mega Geometry Implementation in Witcher 4, Path Tracing for 007 First Light
NVIDIA at the 2026 GDC announced the first implementation of RTX Mega Geometry. Announced alongside its GeForce RTX 50-series "Blackwell" generation, Mega Geometry is a technology that seeks to significantly increase geometric complexity of objects or surfaces with ray tracing elements. A distant analogue of Mega Textures, Mega Geometry leverages nested triangle clusters to reduce video memory footprint as well as the hardware cost of ray intersection. The RT cores in "Blackwell" GPUs have hardware-level readiness for Mega Geometry.
At GDC, NVIDIA showed us two distinct examples of Mega Geometry, the first one is "Alan Wake 2," where it is shown boosting Path Tracing performance, with tens of thousands of ray traced objects on the scene with a 5-20% frame rate improvement versus conventional ray tracing methods, and a 300 MB video memory footprint reduction from the nested triangle clusters model. Next up, is a demonstration of Mega Geometry foliage system in the upcoming "The Witcher 4" title. A pre-release demo (not indicative of actual gameplay) shows Mega Geometry render a forest with thousands of trees with millions objects on the scene, each with its own unique animation. Besides cluster triangles, the scene also implements Opacity Micromaps that NVIDIA introduced with RTX 40-series "Ada."Next up, NVIDIA announced that the upcoming "007 First Light," inbound for May 27th, implements Path Tracing for a significant uplift in realism from accurate shadows. This technology is also implemented with "Control Resonant," the hotly anticipated sequel to "Control," one of the first games to implement ray tracing.
At GDC, NVIDIA showed us two distinct examples of Mega Geometry, the first one is "Alan Wake 2," where it is shown boosting Path Tracing performance, with tens of thousands of ray traced objects on the scene with a 5-20% frame rate improvement versus conventional ray tracing methods, and a 300 MB video memory footprint reduction from the nested triangle clusters model. Next up, is a demonstration of Mega Geometry foliage system in the upcoming "The Witcher 4" title. A pre-release demo (not indicative of actual gameplay) shows Mega Geometry render a forest with thousands of trees with millions objects on the scene, each with its own unique animation. Besides cluster triangles, the scene also implements Opacity Micromaps that NVIDIA introduced with RTX 40-series "Ada."Next up, NVIDIA announced that the upcoming "007 First Light," inbound for May 27th, implements Path Tracing for a significant uplift in realism from accurate shadows. This technology is also implemented with "Control Resonant," the hotly anticipated sequel to "Control," one of the first games to implement ray tracing.





49 Comments on NVIDIA Announces RTX Mega Geometry Implementation in Witcher 4, Path Tracing for 007 First Light
Also by the looks of it, should improve games running on Unreal Engine 5
Is this like an actual thing? This reminds me when I first saw "neural rendering" promo. I thought that was a parody, still do.
on a second view point, the road looks unrealistic, etc.
the plastics from the side mirrors are also wrong. painted plastic behaves differently as those shown pure injection molding ones.
tyres are lacking the writings, and the thread
the front lamp units of the car are also not realistic. the cap between the front lamps and the metal hood is wrong, the spacing to the bumber and side metall cover is also unrealistic.
a higher contrast does not imply light was calculated correctly. especially in a foggy environment like the picture implies. on a sunny days we would see different colours.
Now AMD seems to have caught up more or less in Ray Tracing... so I guess its time to reinvent the marketing wheel with Path Tracing and give us the same shit we've had for 10+ years but now at 30 FPS 1080P with DLSS Performance or something.
Also I see examples of stupid intentional nerfing of "legacy" visuals to make Path Tracing look better. Like, come on, I've seen better portrayal of metal on a car in Need for Speed 3: Hot Pursuit over 25 years ago and somehow NVIDIA is showcasing a "no RTX ON" example of a car absolutely and entirely devoid of ANY specular effects. Even when my real car is dirty as dog rolling in a puddle and it still has reflective surfaces. But here it's absolutely matte just so that "Path Traced" looks better. ?!
even that has too much light with the given computer pictures i critised above
Note: hopefully not anyone will get upset when i post their cars with blurred licensee plate
not every paint is reflective
that still has too much light when compared with teh computer picture. where is no light there can not be any reflections.
I do not have any pictures when it is foggy with cars. maybe a few days per year in the best case.
Note: i do not want to pick anything which can be traced back to myself. area, my own car, my own village, my car in my garage etc.
This one annoys me. It looks like crap, and I'm sure the performance impact is insane.
Yeah, let's use path tracing to do this! It's not like screen-space reflections can do the exact same thing for a fraction of the resources or anything.
BeamNG.drive uses more old-school reflections (no ray tracing), and it looks so much better in my opinion.
This is bad an unrealistic on so many levels. First, the scene looks very cloudy and foggy meaning the reflections are more realistic in the 1st pic, and 2nd, that bs overly unrealistic ray tracing render, can be done with absolutely zero performance loss, identically, using raster rendering with screen-space reflections.
Not for the laziness of the developers...
The problem is that was really a long time ago, and things have moved on. People who think that it's ok to judge this tech from screenshots clearly haven't really witnessed it in action. Properly implemented RT can totally transform the look of a game but it's really hard to show in static pictures.
Which should suit you just fine, after all, I thought none of you cared about raytraced graphics anyways.
i criticise the wrong physics in my viewpoint. if you like it, why not
-- i do get the feeling, hard to proof that subnautica on latest amd w11 pro gpu driver update, which i installed a few days ago, suddenly renders some extra fog in the initial scene when you start a new game / new run. i do this quite often, start a new game and try to get my base up than quiet. next time i play I start fresh. there may be the possibility that amd graphic cards render games wrongly or let's phrase it more friendly, render games differently.
I haven't seen a single RT infused game actually being or giving off a more realistic immersive feel. If anything it looks more artificial than real. Far too polished, still full of inaccuracies and just plainly wrong effects, and overall just not fit for the use case. But sure, you can look at reflections in places that shouldn't have them now. Weeee
And you get all of that while nuking your performance and energy bill for lower FPS than a raster image.
The question is how much of a lemming one chooses to be, but man, the stupidity knows no bounds it seems. 'RTX on'... herp derpCorrect. The demand is entirely an Nvidia construct, and most people don't even make the explicit choice to jump on said bandwagon. The vast majority will turn RT features off to get the performance they want, or even just by default because it isn't a better image at all.
RTX 'on' will live as long as Nvidia keeps using it as a marketing tool. Everywhere else, it will be relegated to the sidelines as developers are far too busy actually making games, which is, in the end, what gaming is about. Graphics are just a tool, not a goal.
www.techpowerup.com/341494/amd-dense-geometry-format-dgf-aims-to-increase-visual-detail-with-future-gpus
gpuopen.com/learn/animating-geometry-with-amd-dgf/I mean, in that case, it's PT, it's physically based, so it's supposed to be more accurate*. Raster will look a bit odd to a moderately trained eye. Once you start to look at the fine details, the illusion of raster starts to show its limits. On a purely technical level, it's not the endgame of graphics.
But granted, games can't use enough samples to really end that debate. The PT in games is low-res and reconstructed. And we've known that artefact can appear, it's something that both Nvidia and AMD are working on.
PT has been the holy grail of CG long before Nvidia even cared. The principle behind the tech has been proven for over 20 years.
RTRT/RTPT is what isn't quite there yet. I said that before, and I will say it again: there's a point where a Real Time CG artist's interest will start to diverge from a gamer's interest. Especially if that artist is going after realism. One side wants good enough and money-friendly graphics, the other one wants to hunt the holy grail.
And crysis also made shareholders believe that everyone must have that wow factor on technical prowess.
Talking about accurate shadows but...
The only thing driving RT here is Nvidia that wants to sell GPUs. Still. Where's the industry movement outside of Nvidia's garden? A garden that, I might add, the main promoter is abandoning quietly with ever worse quality and higher priced product? Are people seriously believing that there's light at the end of a tunnel that's slowly getting flooded with water? Are we really, collectively, this stupid? Wow. Just wow.
Don't drown in the new abbreviations that need to keep getting made up to somehow portray an illusion of progress. RT isn't progress. Its devolution. You can cook your perfect lighting ahead of time, lose a sliver of dynamic capability, and have 3x the performance showing the exact same thing. Its just that simple.
And yeah like you say, if the Real Time CG's artist's priorities shift to their own focus of interest, I don't think that's in service of gaming either. The artist works in service of the game. We all know what's driving this: games are supposed to become fast food joints. You McDrive a title, play it for a few hours, and move on to the next one. Consume consume consume... So they use a toolkit that delivers them results quickly, and they optimize their own workflow at the expense of your and my hardware.
I have no other conclusion to draw wrt this tech. Its an empty shell with damaging consequences.
Level of 5070? Or even 5060Ti?
And again, can we expect a significant, significant improvement in optimization for Radeon after... 1 year?
When Nvidia's GW-NDA ends.
Or will they have a new agreement with CDPR for a longer period?