Higher Framerates, Lower VRAM Use
NVIDIA has announced that CDProjectRed’s upcoming title, The Witcher 4, will leverage its updated RTX Mega Geometry technology, offering higher frame rates and lower VRAM usage.
CDProjectRed & NVIDIA To Integrate Next-Gen RTX Mega Geometry Technology In The Witcher 4
With its RTX 50 GPUs powered by the Blackwell architecture, NVIDIA introduced a new technology called RTX Mega Geometry. This technology clusters millions of triangles that make up tens of thousands of objects you see in every scene. These clusters are compressed and cached over many frames, where they are intelligently reused as the player traverses the world. This makes geometry systems such as UE5’s Nanite possible with Path Tracing without compromise. This tech allows you to have an uncompromised solution where you can have a full-fat Nanite mesh, fully path-traced, with no rasterization involved.
In the Zorah Demo that NVIDIA showcased last year, which uses RTX Mega Geometry with half a billion triangles per scene, a lot more details were present when the tech is enabled, and it looked very fluid running on an RTX 50 GPU. RTX Mega Geometry will run on all RTX GPUs, but Blackwell has specific technologies that will accelerate the tech further.
We saw the first application of this technology in Alan Wake 2, which added NVIDIA’s RTX Mega Geometry to its custom Northlight Engine. With it, the game saw a FPS boost of 5-20% while saving 300 MB of VRAM usage.
Remedy will also be utilizing the same technology in Control Resonant, a title that is confirmed to offer DLSS 4.5 and Path Tracing support.
But the bigger news being announced today is that CDProjektRed is going to integrate a next-gen version of NVIDIA’s RTX Mega Geometry tech in its upcoming blockbuster, The Witcher 4. Just like the previous entries in the franchise, The Witcher 4 will include a vast open world to explorer and from the early demos that we have seen, the game is set to feature lush forests. The game is also set to feature RT support, but ray-tracing an entire forest has its own set of challenges. Foliage has extreme geometric complexity and depth, making it much more difficult than things like terrain.

Reducing the number of geometries has historically solved this, but trades off visual fidelity. But The Witcher 4 is making use of a brand new RTX Mega Geometry engine, and this integration introduces a brand new, in-development foliage system that leverages both RTX Mega Geometry and Opacity Micromaps. RTX Mega Geometry partitions the top-level ray-tracing structure and then selectively updates the partitions that make the most sense every frame.

And Opacity Micromaps makes it easier to see through complex objects, such as leaves, making it possible to trace rays even faster. Combined, these breakthroughs allow high-fidelity path-traced assets to run at game-ready performance.

In the demo, we get a look at an aerial drone view of a highly dense forest. The foliage is comprised of high-fidelity assets, millions of objects, all accurately lit and shadowed, even at extreme ranges and broad distances.
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