jimmysmitty
Champion
salgado18 :
Giroro :
TechyInAZ :
Honestly I can easily see a $1200 price tag. Real Time ray tracing for the first time ever? That takes a LOT of resources.
More like it WASTES a lot of resources, not to mention all the die space dedicated to even-more-useless-to-gaming AI features. Maybe it's good for a company like Pixar when they upgrade their render farm, but it's going to remain totally useless for gaming, and doubly useless for VR.
Eventually you're going to see some games with a "slightly shiner glass" checkbox that will drop your FPS from 100+ down to 30 (or you'll see dedicated ray tracing games that look like they added enhanced lighting to the PS3), but I can't imagine many developers spending the literal years it will take to bring their engine tech up to that level.
Ray tracing is always going to fall on the wrong side of the "visual fidelity vs resources used" curve. Building out hardware to solve the problem faster doesn't change the fact that it was never a rendering method that was intended to be efficient enough for gaming. Yes, at the highest-end ray tracing looks a lot better than what current gaming tech can render, but "highest end" means a room full of dedicated hardware spending hours to render a single frame. These cards are not going to provide anything anywhere close to that in real time.
This will be a luxury cosmetic feature, only because Nvidia will probably lock it behind Geforce cards. Developers won't use any of this for important features, because then they are also locked to one manufacturer, reducing their player base.
I see it as potentially like PhysX: amazing tech, a lot of potential, but being limited to one hardware relegates it to cosmetic status. We could have physics-based games years ago if Radeons could run PhysX code. I see the same happening to this.
All of these features are available with Microsoft DXR. This is just a hardware version because hardware is better for raytracing than software.