Nvidia has released RTX Mega Geometry 2.0, an update to its SDK for ray tracing high-density meshes. The new version adds streaming support for "continuous level-of-detail clusters," allowing geometry to be loaded on demand rather than requiring the entire scene to fit in VRAM. The technology arrives alongside RTX Kit 2026.3.

According to Nvidia, scenes that exceed the memory budget will settle at lower detail instead of constantly swapping geometry in and out of VRAM. Default budgets are 2GB for streamed geometry, 2GB for ray-tracing acceleration structures, and 4GB for material textures, all adjustable. The earlier 0.9 beta saved about 1GB of VRAM and boosted performance by 13% on an RTX 4090 at native 4K with DLSS Quality.

The SDK is available at version 2.0.0 on GitHub. Nvidia's Zorah sample contains 1.6 billion unique triangles in a 70GB download, but the courtyard view only needs 1.5GB of mesh data in VRAM on an RTX 5090. The sample requires an RTX GPU with 10GB or more, DXR 1.1 or later, and Windows 10.

For now, Mega Geometry 2.0 is aimed at developers rather than players; no game has been confirmed to use it. Nvidia has previously linked Mega Geometry to Gears of War: E-Day, but hasn't specified which version that game uses. The rest of RTX Kit 2026.3 includes updates to character rendering, dynamic illumination, neural texture compression, neural shading, and texture filtering.