"We cannot wait to see gaming realism stepped up significantly by the application of real-time ray tracing."
The quest for visual realism in games above all else is becoming an obsession devoid of rational direction. I have a simple question about the glorious-looking water you saw in the demo: is it wet? If the stuff doesn't and act behave like water, doing what water should do, then it isn't water. This applies to all aspects of games worlds: devs are obsessed with how they look, losing sight of the notion of object/substance functionality, and it's the latter which can make games feel far more immersive.
Many years ago while playing an old PS2 game, "Draken: The Ancients' Gate", there's a section where one walks through a snow laden landscape. The way the character leaves footprints in the snow, and the accompanying changed walking sounds, really added to the atmosphere.
It's not difficult to make realistic looking water, often some simple cheats & tricks can be surprisingly effective, like the basic environment mapping used in Baldur's Gate. Quite another matter altogether though to present water in a game that is believably water, rather than just a visual effect. Can it splash, flow, freeze, melt, evaporate, etc.? Can one scoop it up and use it to put out a fire? The same applies to mud, flames, smoke, lava, snow, ice, wind, ash, etc. If such phenomena could be modelled with better functionality, the possibilities for enhanced gameplay in games like Tomb Raider would be enormous, or pretty much any game for that matter. Atm though devs are just focused on how games look. Trouble is, the better the visual tricks employed, the more jarring and 4th-wall-breaking it is when one does something in a game world which reveals that an object or substance is indeed just a visual effect.
Running low on water? Try and drink from that puddle, or fill a bottle with it. No? Then it isn't water, whether one's running the game on 20280 Ti SLI or not.
Ian.