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Nvidia's RTX Mega Geometry tech — VRAM-reducing tech a leap forward for path-traced rendering

erek

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"While Mega Geometry is supported on GPUs as far back as the RTX 20-series, the RTX 50-series has purpose-built hardware for the technology. The fourth-generation RT Cores in Blackwell GPUs add two new engines: a triangle cluster intersection engine and a triangle cluster compression engine. Together, they double the ray-triangle intersection rate compared to third-generation RT Cores, while also reducing VRAM usage by several hundred megabytes when ray tracing dense geometry.

The benefits of this technology vary depending on how it’s used. When applied to existing assets, it can improve performance and reduce VRAM consumption. Alternatively, it can eliminate the need for the compromises mentioned earlier – such as proxy meshes – enabling significantly higher-fidelity results without the associated visual artifacts. The latter use case comes at the cost of performance."

Source: https://www.tomshardware.com/pc-com...tech-a-leap-forward-for-path-traced-rendering
 
Substantial performance hit and untenable on anything not a 5090, looks like.
On quick made demo feature an really extreme case, a good game studio on a RTX 4070 was able to run at console resolution/frame rate a 25km square scene, with 60 millions plants/1millions trees of 10 millions polygon eachs. That big of a scene ran faster than the small Bonsai one.

In alan wake 2 the game was running faster with than without using 1GB less vram, but it was part of an update (i.e. if you do not increase your geometry complexity, you gain performance with this), it is a choice, the speed acceleration brough by RTX geometry open the door for extreme polygons count in real time rendering but still work at lower one.
 
On quick made demo feature an really extreme case, a good game studio on a RTX 4070 was able to run at console resolution/frame rate a 25km square scene, with 60 millions plants/1millions trees of 10 millions polygon eachs. That big of a scene ran faster than the small Bonsai one.

In alan wake 2 the game was running faster with than without using 1GB less vram, but it was part of an update (i.e. if you do not increase your geometry complexity, you gain performance with this), it is a choice, the speed acceleration brough by RTX geometry open the door for extreme polygons count in real time rendering but still work at lower one.
The Witcher forest scene? That had quite a lot of artifacts if I recall. How much faster was AW2 running and were the visuals the same?
Just dlss it plus frame gen.
Might let the 5080 squeak along at 1920x1080 in that demo ;).
 
The Witcher forest scene? That had quite a lot of artifacts if I recall. How much faster was AW2 running and were the visuals the same?
according to the posted article by the op yes Witcher 4 forest demo, there was I think LOD pop-up at fast flyover speed but in gameplay player movement it did seem ok but that going from low quality video of public presentation, 13% faster for Alan wake 2 but that a game update, could have including other trick in there. Visual were quite the same, was used for performance not increasing geometry density, they kept the same asset. the path tracing change a bit and a new setting was possible (to keep really high polygon count in the ray tracing bounce detection phase of the rendering, instead of lower polygons proxy (that get LOD lower and lower details with camera distance), that where the vram saving come from):


View: https://www.youtube.com/watch?v=_SpSLPHvHAs

Performance boost was giant on a 8GB gpu in some case but that because the vram usage was around its limit and the saving was a big deal, but has show in Alan wake 2 using a 4060 (50% faster with RTX geometry on), the tech is not only for 5090 level GPU
 
Geometry still has some rough edges...

1778432373733.png
 
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