One of the big problems is having to accommodate hardware that can't do it at all - something like Quake 2 where they can strip out pretty much any reliance on DX11 or 12, etc. features to make the game look good without ray tracing is far more feature rich at the same performance level as games that are trying to mix in both techniques with token RT features that don't interfere if you have to turn them off. To accommodate both non-RT and/or hybrid and a full path traced renderer for the same game would require significant developer time to support both branches sadly.
console a good ground to get things started.
There are various strategies that can be deployed to reduce the overhead (rays doing nothing). AMDs approach is extremely flexible (traversals controlled by shaders) and that's where i believe big navi has an upper hand despite being weaker synthetically. I could think of 2 optimisations while writing this post:
Ampere, on the other hand seems to be too rigid with RT acceleration.
- label bounding volumes.. on whether they contain reflective surfaces.. so that the primary ray query ignores these boxes while testing for reflection.. for games that allow only RT reflections option
- index bounding volumes with minimum distance from camera, if the max ray threshold is less than the indexed distance you can skip the volume without testing
Maybe amd will be able to spring a surprise, who knows?
way over my head and I am so fast
People wanging on like RT makes much difference! Gimmick
RT a gimmick still.
Few games, hardware needed goes beyond peoples budget.
None of the games I play has RT nor will have it anytime soon.
RT isnt a deciding factor for gamers.
zen3 however as a cpu is if you game at 360hz e-sport.
then big navi is as you still want a cool fast gpu to not burn your psu down.
AMD is really changing the gaming landscape.