And RTX 20-series and 30-series GPUs benefit most.

Let’s start with the basics - what is RTX Mega Geometry?

This requires an understanding of how RT actually works.

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BVH stands for bounding volume hierarchy.

Rays are projected into the BVH structure and their direction is then calculated.

Mega Geometry adds a new level to the BVH structure: the CLAS or Cluster Acceleration Structure.

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All of which makes the implementation difficult with an existing BVH structure.

On PS5, this is halved further.

The closest detail runs at half rate, and only characters run at full rate.

RTX Mega Geometry has clear and measurable improvement.

Like for like, VRAM usage was reduced by around 300MB in my testing.

Meanwhile, CPU performance improves too.

Moving on to the RTX 3080, performance improves by 10 percent.

At 1080p DLSS quality mode, frame-rate is now north of 40fps and no longer dips beneath.

However, you do get all the quality gains I talked about previously.

This delivers the biggest bang for the buck, with anything further more in the realm of diminishing returns.

That starts with improvements to transparency ray tracing, allowing for more accuracy in the effect with multiple bounces.

Secondly, indirect lighting is enhanced, resulting in better shading and more accurate bounce lighting.