Alan Wake 2has released its 1.2.8 update , making it one of the first game to use Nvidia ’s Modern RTX Mega Geometry technical school . In a comparison picture release byCompusembleand reported on byWccftech , the solution appear to be an average 13 % reduction in VRAM usage and an fps bump — and that ’s while using an RTX 4090 .
The picture launch the 1.2.7 version of the plot and the 1.2.8 update side by side , with one equivalence using DLAA and the next using DLSS . The game is run on anRTX 4090 graphic cardat 4 kibibyte resolution with configurations set to max . If you keep an center on the number , you may easy spot the grim CPU per centum and the high anatomy rates .
Although Mega Geometry was introduced alongside the new RTX 50 - series as part of the Nvidia RTX kit , this tech run on all RTX GPUs and according to this example , it can bestow significant improvements even to old models . The recently releasedRTX 5090and5080GPUs include fourth - genesis ray tracing core that were built to work with Mega Geometry , so the results there will likely be even more impressive .
You may not have heard much about RTX Mega Geometry but it is a Brobdingnagian bargain for performance and timber in ray - trace games because it both increases the number of triangles developers can ray - trace and reduces the CPU overhead required to draw it off . How does it do this ? With artificial intelligence , of course of study !
One of the most expensive aspect of ray trace is connected to the different LODs ( floor of detail ) each game target has . When an objective is closest to the camera , we see a in high spirits - detail interlocking with peck of tiny triangles , typically have-to doe with to as LOD 0 . As the LOD stratum goes up , we get less detail and few triangles , which is suitable for object that are far away from the camera .
As you move around , the LODs for different objects are constantly exchange based on how far away they are from the camera . The more triangles you ’re working with overall , the more story of point are possible — which means more LODs to trade between .
This has been standard pattern for a foresighted clock time , but now that we ’re dealing with Modern tech like ray tracing and Nanite , things have been getting out of hand . Unreal 5 ’s Nanite system allows for a huge gain in geometry complexness — meaning more triangles and more level of detail . In a plot using Nanite , there could be C or even thousands of LOD changes in every single skeleton .
The problem with this is that in a ray - traced game , every time one LOD is swapped out for another , a whole rebuild has to happen to utilise ray tracing to the unexampled net . This is unbelievably expensive to do and if you end up with too many LOD change , it can become insufferable to reach real - time skeletal frame rates .
To fix this , RTX Mega Geometry update clump of triangles in batches , intelligently choose which to update and when for optimal efficiency . The goal is to enable developer using Nanite to ray trace every triangle in their projects while still achieving acceptable real - prison term frame rate . The implication of all this ? More ray tracing and good functioning for everyone ! Well , right now it ’s only for Nvidia RTX users , but this tech will definitely circulate across the industry over clip .
The addition of RTX Mega Geometry to Alan Wake 2 is automatic when you update the biz , so you’re able to easily strain it out for yourself if you use an Nvidia RTX GPU .