I don't use it, the huge performance hit isn't worth it for better reflections and lighting. I'd rather render at native and not use upscaling.
The main purpose of it was to create a reason for people to upgrade imo. Raster performance got so good needed something else. Then you also need uoscaling as the performance hit is so huge. Creates angles to sell new products.
Everything ever done by any company is to make money but usually when new solutions are created, it's to solve issues or/and improve the experience for the end user, in development, this is called user stories so a team, usually product owners/sales people will converse with their end users to identify what they would like to be improved or ways to address certain issues i.e. to keep it pretty low level, in the case of raster cons:
- requires an incredible amount of time to get it looking good, development costs a silly amount of money, the people said companies are paying for is not cheap, in fact, it's probably the biggest outgoing for a company and with the game development industry, it is absolutely vital that publishers meet deadlines here, not every company can spend several years to make a game that looks as good as RDR 2 for example
- raster held/holds back advancement in advancing other areas of visuals e.g. destruction, well in the sense, if you want your lighting to look correct and not have to put in a lot of effort, raster is a no go since most of the time, everything is pre-baked, you just have to look at how static/flat games with good destruction looked after buildings came down and so on e.g. BF and red faction guerilla, have a look at the finals as an example of how much this is improved now (also, actually runs very well with RT)
- wanted to solve the issues with raster drawbacks e.g. light sources leaking through solid objects/rooms, reflections disappearing when moving your camera angle ever so slightly, reflections not showing everything in the gameworld around you, shadows missing or not being produced correctly in terms of hard and soft shadows depending on the source, distance and type of light etc.
To get to the next level of visuals where raster has/had basically peaked, the next step is ray tracing to allow devs to go even further now.
The issue with RT performance is largely down to the hybrid method we most commonly see too, path tracing is very intensive but look at metro ee, it runs better than the hybrid metro rt version.
Nvidia simply slapped a feature and raised prices sold at twice the price and people thought it got better.
What's your take on the chipset makers, intel and amd supporting RT and working towards improving their versions? Thoughts on spiderman 2 and avatar (nvidia not involved at all) not providing any option to disable RT?