Sorry for digging up an old post but I think you are off base with this.
- Die space cost for RT cores is 10-15%, probably less. I am not sure if that is exactly massive.
- RTX is proprietary, DXR is not, Vulkan extensions may or may not turn out to be proprietary depending on what route the other IHVs take.
- Software-based implementation - or in this case, implementation running on general-purpose hardware - is simply not as efficient as dedicated hardware. So far everything points at this being the case here, whether you take Nvidia's inflated marketing numbers or actual tests by users. This shows even with production applications and Turing vs Titan V. RT cores simply do make a big difference in performance.
- Quality of demo is a different topic, CryTek is selling the engine so it needs to look beautiful. This one is probably best compared to the Star Wars demo. Metro is an artistic problem rather than technical one.
CryTek said this is on the release roadmap in 2019 so all the performance aspects should be testable eventually. I would expect them to talk more about it during GDC as well.
Understood and I know just as little about what RT will look like in the future. What I do know is that there are multiple ways to do it architecturally. Right now, Nvidia is
already using those RT cores as an add-on to the shader itself. I'd like to see it go one step further: integration in a way that the hardware is completely programmable for many things that might be RT or might be something else. In the end that is what has happened before and given the way RT needs to be integral to almost everything that happens graphically, I think that is a sensible approach. Perhaps these cores can double up for physics calculations, for example? There are quite a few other, predictable workloads to put there, like post processing steps.
The only reason I don't believe in Turing's approach is the economy of it. This is a lot of die space to reserve and it sure is more than 15%. Because to accommodate the new featureset, L2 cache has also been expanded, for example. You can see in the relative performance to Pascal that this is also a sacrifice and a bonus depending entirely on the game in question. Turing cards hop around their Pascal equivalents everywhere by quite a margin in quite a few games. And realistically what you need to do is look at relative performance to Pascal related to die sizes. Thát is truly what you need in terms of space. Don't forget this was also a little shrink.
Let's take the 1080 vs 2060; Realistically (performance wise) we should be using a 1070ti; but let's cross that off versus the new node to get the ballpark idea.
314 vs 445mm²
29,43%; let's make it 25%.
Now count that versus what they are actually doing with this space: a few limited effects that
still harm FPS.