Sixty million plants. A million trees. Each animated independently, each pine needle modeled in real geometry. And everything runs in full path tracing, without the slightest loading visible on the screen. This is not the description of a movie scene, this is what NVIDIA and CD Projekt Red presented at the Game Developers Conference 2026, with real assets from The Witcher 4. A demonstration that silently changes the rules of the game for all open world RPGs.
À retain
- NVIDIA presents RTX Mega Geometry: a technology that divides rendering calculations in dense forests by 100
- The Witcher 4 displays 5 trillion animated triangles without pop-in, even on an RTX 4070 at 1440p
- The graphics bar set by CD Projekt Red could force the entire industry to reinvent itself
RTX Mega Geometry: the barbaric name that hides a real revolution
At GDC 2026, NVIDIA formalized its new technology called RTX Mega Geometry, designed to increase the geometric complexity of gaming scenes without destroying performance. Behind this name of transform into anger hides a very precise answer to a problem that developers of open world games know well: path tracing, the most realistic light simulation there is, literally suffocates as soon as it crosses a dense forest. Too much geometry, too many intersection calculations, too much memory consumed.
Rather than processing each triangle in a crude and isolated manner, NVIDIA’s technology groups the polygons into nested “clusters”, which reduces the memory footprint and the cost of light ray intersection calculations. Concretely: RTX Mega Geometry cuts the scene into selectively updated clusters, allowing updates approximately 100 times faster than before. On Alan Wake 2, where the technology was first introduced, enabling RTX Mega Geometry allowed a 5 to 20% gain in frames per second while freeing up 300 MB of VRAM. These figures seem modest, until we understand that the real field of expression of this technology is The Witcher 4.
A 5 km2 hole, 5,000 billion triangles, zero pop-in
The demo scene, built from assets provided by CD Projekt Red, includes 60 million plants belonging to 200 different species, as well as around a million trees. Foliage is modeled in geometry down to individual pine needles, with no alpha maps in the base assets, while some large trees exceed 10 million polygons. Brought down to the whole scene, we are talking about more than 5,000 billion triangles processed in real time, a figure that would have melted any graphics engine of the previous generation.
This demo of The Witcher 4 loads without any streaming, despite the presence of lighting based entirely on path tracing. The pop-in, this unsightly appearance of objects as you move which has haunted all open worlds for twenty years, disappears. With path tracing enabled, The Witcher 4’s environments appear strikingly realistic, particularly in forests, caves and villages where light plays a central atmospheric role, sunlight filtering through trees, torches in dark caverns, reflections on surfaces wet. It’s no longer a decoration. It’s an ecosystem.
To achieve this technically, the technology relies on Opacity Micromaps, micro-transparency maps introduced with the RTX 40, which accelerate the rendering of complex and semi-transparent objects such as foliage. NVIDIA has also integrated ReSTIR PT, an algorithm that reuses light paths calculated on previous bounces, avoiding recalculating everything from the start and refining the result over frames.
What this does in practice on your PC
The demo presented at GDC 2026 shot at around 80 frames per second at 4K (upscaled from 1440p to 4K with DLSS Quality) on a GeForce RTX 5090, or at 58 frames per second at 1440p (upscaled from 960p) on a GeForce RTX 4070. In other words: the RTX 4070, a mid-high-end card which today equips a large part of the PC community – manages to keep up the pace in this demo of unprecedented complexity. The demo uses around 5 GB of memory for buffers and structures of data, while Windows reports consumption closer to 9 GB once driver allocations and DLSS are included. The demo therefore fits within the 12 GB of VRAM of the RTX 4070.
However, a nuance is necessary. This technical demo does not run any NPCs, animals, or game logic in the background. The actual game, with its combat systems, enemies, dialogue scripts and AI, will add an extra burden. The integration of gameplay mechanics and artificial intelligence could impact actual performance upon release. No one knows exactly how much yet. It’s the classic chasm between conference demo and final product: CD Projekt Red itself experienced it with Cyberpunk 2077 in 2020.
Exclusive technology…for now
NVIDIA has specified that RTX Mega Geometry technology is based on hardware optimizations present in the RT Cores of the new Blackwell architecture, which equips the GeForce RTX 50 series. Graphics cards from previous generations will therefore not be able to benefit from it. Result: a significant portion of the installed base of PC players is missing out. In total, approximately 34-43% of all Steam players will not be able to benefit from the benefits of Mega Geometry.
What Cyberpunk 2077 was for ray tracing in 2018, The Witcher 4 seems set to be for path tracing in open environments. The technology will be made open source within the year, paving the way for other studios. CD Projekt Red is working with Epic on Unreal Engine 5 features for large-scale worlds, while NVIDIA describes itself as a partner on the project from the start on the RTX side, which would make The Witcher 4 one of the clearest examples of an open world Unreal Engine 5 combining Epic’s streaming system with NVIDIA’s ray tracing technology.
CD Projekt Red is building The Witcher 4 as the start of a new trilogy, which means the studio is investing heavily in technologies that will be used not for a single game, but for several future projects, which explains why new rendering technologies take such a central place in development. The real question, then, is not “will The Witcher 4 look good?” – the answer is already known. It is whether this graphical bar, once set, will finally force the entire industry to upgrade, or whether it will remain an achievement reserved for one minority of configurations for a few more years.
Source : jeuxvideo.com

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