Nvidia has updated its RTX Mega Geometry SDK to version 2.0, adding streaming support for so-called “continuous level-of-detail clusters” to handle high-density meshes, according to a developer blog post published this week. The company says the technology works even for scenes too large to fit within the VRAM budget.
Mega Geometry “organizes detailed meshes into clusters so ray-traced scenes can adapt geometric detail efficiently,” according to Nvidia. The SDK first appeared as a 0.9.0 beta in 2025 and was used in a title update for Alan Wake 2 early that year.
Testing by Tom’s Hardware on an RTX 4090 found approximately 1GB of VRAM savings and a 13% performance boost at native 4K resolution with DLSS Quality mode enabled. On an 8GB graphics card, that saving represents one-eighth of available memory.
The SDK is available at version 2.0.0 on GitHub as of this week. Nvidia says the technology makes dense scenes less expensive to ray trace, with version 2.0 specifically targeting geometry that does not fit in VRAM. According to Nvidia’s changelog, “a scene’s source geometry no longer has to fit in VRAM [with detail] bounded by a memory budget rather than by mesh count.”
When a scene exceeds the memory budget, the system settles at lower detail rather than constantly swapping geometry in and out of VRAM.
The announcement comes alongside the RTX Kit 2026.3 release and close to the launch of Gears of War: E-Day, which uses RTX Mega Geometry technology. Nvidia has not explicitly stated which version of Mega Geometry the game employs.