GDC 2025 Session Viewer
Scale Up Ray Tracing in Games With RTX Mega Geometry (Presented by NVIDIA)
Juha Sjöholm (Principal Engineer, NVIDIA)
Adam Marrs (Principal Engineer, NVIDIA)
Manuel Kraemer (Principal Engineer, NVIDIA)
Jan Schmid (Senior Manager, NVIDIA)
Location: Room 3009, West Hall
Date: Wednesday, March 19
Time: 5:00 pm - 6:00 pm
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass - Get your pass now!
Track: Programming
Format: Sponsored Session
Vault Recording: Not Recorded
Audience Level: Advanced

With 3D sculpting, photogrammetry, and generative AI, geometric complexity has exploded, forcing game engines to adapt. RTX Mega Geometry is the key new technology that'll allow ray tracing to scale up and define the next generation of real-time image fidelity. The session will introduce the new RTX Kit technology for accelerating cluster-based bounding volume hierarchy (BVH) building, along with their application to geometry streaming, dynamic tessellation and animation, as featured in Remedy's Alan Wake 2, and NVIDIA's Zorah and Dragon demos.
Takeaway
Attendees will be given a high level overview of new ray tracing algorithms, along with some of the techniques to make more visually impressive games.
Intended Audience
Intended for graphics programmers with some knowledge of real-time ray-tracing.