Nvidia's RTX Mega Geometry in Unreal Engine 5 actually looks amazing
Briefly

Nvidia's RTX Mega Geometry in Unreal Engine 5 actually looks amazing
"RTX Mega Geometry uses clustered Base-Level Acceleration Structures (BLAS) and partition top-level acceleration structures to accelerate the creation of Bounding Volume Hierarchy (BVH) trees. This allows for up to 100x more ray-traced triangles, enabling full ray tracing of highly detailed Nanite geometry while improving performance for real-time photorealism in games and cinematic applications. The reason Nvidia thinks it's a big deal is because it solves the problems posed when"
"The new tech has now been added to the RTX Branch of Unreal Engine 5.6, one of the best game development programs, and word is starting to spread. There was little coverage of the development initially, perhaps because of the abstract complexity of the tech and limited implementations - only Alan Wake 2 - amid limited software support for mesh shaders But Nvidia's now giving Unreal Engine developers a chance"
Nvidia's RTX Mega Geometry clusters Base-Level Acceleration Structures (BLAS) and partitions top-level acceleration structures to accelerate Bounding Volume Hierarchy (BVH) construction. The technique enables up to 100x more ray-traced triangles and supports full ray tracing of detailed Nanite geometry while improving real-time photorealism performance in games and cinematic applications. Mega Geometry reduces massive BVH build times, memory footprint, and CPU overhead by intelligently clustering and updating complex, highly-instanced geometry in real time. Initial software support has been limited, with implementations such as Alan Wake 2; Unreal Engine 5.6's RTX Branch now includes the technology, increasing developer access and potential console fidelity gains.
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