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@efikkan, @Vayra86, I think neither of you are wrong. 4K adoption is not going all too well and with the generally expected rate of 30% more performance per generation there are a couple generations to go until 4K 60FPS is easy. GPU vendors do need a new incentive of some sort to push the envelope.
Raytracing has been kind of coming for a while. Theory is there, research is there but performance simply has not been for anything real-time. Now Nvidia pushed the issue to the brink of being usable. Someone has to push new things for these to be implemented and widespread enough especially when it comes to hardware features.
@Vayra86 just look at how lighting and shadowing methods have evolved. Shadow maps, dynamic stencil shadows, soft/hard shadows and the ever more complex methods for these. Similarly and closely related - GI methods. Latest wave of GI methods were SVOGI (that CryEngine uses for fallback in Neon Noir and their RT solution is evolved from) and Nvidia's VGXI are both Voxel-based and with a very noticeable performance hit. In principle both get more and more closer to raytracing. Also keep in mind that rasterization will apply several different methods on top of each other, complicating things.
If you think Nvidia is doing this out of the blue - they are definitely not. A decade of experience in OptiX gives them a good idea about where the performance issues are. Of course, same applies to AMD and Intel.
Raytracing has been kind of coming for a while. Theory is there, research is there but performance simply has not been for anything real-time. Now Nvidia pushed the issue to the brink of being usable. Someone has to push new things for these to be implemented and widespread enough especially when it comes to hardware features.
@Vayra86 just look at how lighting and shadowing methods have evolved. Shadow maps, dynamic stencil shadows, soft/hard shadows and the ever more complex methods for these. Similarly and closely related - GI methods. Latest wave of GI methods were SVOGI (that CryEngine uses for fallback in Neon Noir and their RT solution is evolved from) and Nvidia's VGXI are both Voxel-based and with a very noticeable performance hit. In principle both get more and more closer to raytracing. Also keep in mind that rasterization will apply several different methods on top of each other, complicating things.
If you think Nvidia is doing this out of the blue - they are definitely not. A decade of experience in OptiX gives them a good idea about where the performance issues are. Of course, same applies to AMD and Intel.