There might be a good reason for this. Raster effects were already really good in newer games, and ray tracing could only improve on that high bar. It’s filling in details that are barely noticeable, but creap ever so slightly closer to photorealism.

Old games start from a low bar, so ray tracing has dramatic improvement.

  • Ephera
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    411 hours ago

    Yeah, fair response. I started writing that comment thinking “if it’s in high-end hardware now, it’ll be broadly available in 10–20 years”.
    Then with the last sentence, I realized that it isn’t in high-end hardware, not in the form that allows you to throw out all the tricks.
    And with publishers simultaneously wanting ever more fidelity, which makes it more expensive to calculate appropriate raytracing, yeah, I would be surprised, if that happens in our lifetime, too.

    I guess, I’m personally somewhat excited at the thought of not having to learn all the tricks, with me having dabbled in gamedev as a hobbyist.
    But yesterday, the (completely unilluminated) 2D gravity simulation I’m working on started kicking in my fans and you see me immediately investigating, because I’m certainly a lot more excited about making it available to as many people as possible…

    • @chryan
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      9 hours ago

      I’m not a graphics engineer so I only have cursory knowledge of the topic.

      The biggest benefits that ray tracing brings is the accuracy of lighting your scenes and being able to forego the “tricks” that you mentioned. These are almost always going to be screen-space lighting techniques and effects e.g. reflections (SSR) and ambient occlusion (SSAO).

      Unfortunately, the bad news is that you’d still need to understand the 3D math and shader knowledge regardless of whether you can take advantage of ray tracing or not. The good news is there are numerous game engines and resources out there to help!

      Hope you make something cool from the hobby!