- Jun 13, 2003
(Now there are certain effects that are really hard to do with typical rasterization, like indirect shadow interaction, and indirect light reflection - and more that i cannot think at the moment.)
With respect, this is what we're looking forward to with RT of any type. Direct and indirect global lighting to include gameworld reflections and so on. I get that right now the only choice for a performant implementation in hardware is to use RTX through DXR, and that the portability of this work to other architectures remains an open question, but the hard work of actually implementing RT in games is progressing along nicely. I do not really believe that AMD or Intel RT hardware, if released with competent drivers and developer support, will have any real issue gaining market acceptance. Hell, I expect their entries to go significantly smoother than Nvidia's.