The Witcher 4 RTX Mega Geometry Demo At GDC Reportedly Ran at 4K 80 FPS with DLSS on RTX 5090

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CDPR Is Targetting Stunning Visuals With Optimized Performance!

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  • CDPR and Nvidia showcased the impressive RTX Mega Geometry tech in The Witcher 4 at GDC 2026.
  • The demo with all its visual flares and path tracing ran at 4K 80 FPS with DLSS on RTX 5090.
  • Modern AAA games struggle to hit these sorts of frame rates at 4K, so this is really impressive.

The Witcher 4 is arguably one of the most anticipated games of the upcoming years. It is promising to blow the boundaries of visuals while delivering great optimization. This was apparent from its recent visual showcase at the GDC 2026. 

Nvidia has released a detailed video showcasing The Witcher 4 Mega Geometry, and, more interestingly, it was running at a whopping 4K 80 FPS on the RTX 5090 using DLSS, while many modern games struggle at that resolution

Why it matters: CD Projekt Red revealed that it is working closely with Epic Games and Nvidia to fix optimization issues and improve visual technologies. They have already achieved a lot, but want to make it even more promising. 

The Mega Geometry tech clusters millions of triangles that create a frame, and these clusters are compressed and cached multiple times. This allows for reduced VRAM optimization while maintaining crisp visuals. 

More importantly, in its tech demo, the Senior Director of Engineering at Nvidia, Martin Stich, revealed that the Mega Geometry tech doesn’t use any new APIs, so you don’t need any new hardware to use it. 

The Witcher 4
The Witcher 4 is expected to break all visual barriers in gaming 

This allowed The Witcher 4 showcase to hit 4K 80 FPS on RTX 5090 using DLSS. For context, many modern games, even while using the highest-end card, don’t manage these FPS or wither need frame generation. 

It’s seriously impressive how stunning the foliage looks using this tech. A mix of different new tricks was used to achieve this, like Opacity Micro-Maps (OMMs), with the goal of reducing geometry count.

Anyhow, the promise here is great, and with these technologies still in early development, they are bound to get better with time. This could solve the major issue of high VRAM utilization with modern games. 

What are your thoughts on this? Let us know your opinions in the comments or join the discussion at the official Tech4Gamers Forum. 

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