Nvidia has released the Mega Geometry 2.0 SDK, which allows ray-tracing geometry to stream into VRAM on demand. The technology organizes meshes into clusters, enabling scenes to adapt geometric detail based on a memory budget rather than mesh count. When a scene exceeds the budget, it renders at lower detail instead of swapping data.
The default configuration allocates 2GB of VRAM for streamed geometry, 2GB for ray-tracing acceleration structures, and 4GB for material textures. The system requires an RTX GPU with at least 10GB of VRAM, Game Ready driver 570 or later, Microsoft DXR 1.1, and Windows 10. It is currently a developer-focused tool with no confirmed game implementations.
Testing on an RTX 4090 at 4K resolution with DLSS Quality showed a 1GB reduction in VRAM usage and a 13% performance increase. In the Zorah sample, which contains 1.6 billion triangles, the system utilized 1.5GB of mesh data in VRAM. The technology was developed over six years to address ray-tracing limitations with Nanite elements.
The broader RTX Kit 2026.3 includes updates such as RTX Character Rendering 1.4, RTX Dynamic Illumination 3.1, and RTX Neural Texture Compression 0.10 beta. Nvidia announced that Mega Geometry enables ray tracing for Nanite geometry, with the technology debuting in Gears of War: E-Day on October 6. These features will eventually join the DirectX Raytracing 2.0 standard.






