Great post
@Calin Banc
That is one of my biggest annoyances now with raster, the light leaking/bleeding through solid objects, you can see it in some of my witcher 3 screenshots too, that one and reflections disappearing/distorting just because you move the camera angle slightly is annoying as well
Well... the devs have to implement everything in also. For instance, in Cyberpunk and TW3, from I can see, a fire pit or a car on fire (in Cyberpunk, of course), does not create a shadow.
Plenty of games, RT or rasterization, doesn't really matter, only use a handful of shadow casting lights apparently, although dx12/vulkan/mantle should have solve some of the performance issues of the older APIs. So, without devs actively contributing to this... not all problems will be solved.
Also, speaking of new new techniques, stuff such as HFTS (which is done in rasterization), at least in Watch Dogs 2 (in The Division the day cycle changes too fast to properly test it in some specific scenes), is a greater performance hog than RT shadows in Cyberpunk (at least on my rtx2080). On the other hand, Doom 3 had working mirrors while in Cyberpunk you have to activate them manually + your character doesn't get reflections all the time
)
As I suspected...
www.reddit.com
Well, if the trees are moving, doesn't that mean you have to calculate again their state? Same if you'd have particles or any moving object for which you'll want dynamic shadows and reflections?