It feels like ray tracing is getting to the point that 3d graphics cards were at in the 90s: everyone’s getting into it but it’s still unstandardized and niche. They hadn’t even agreed on using triangles yet. Maybe in ten years there will be a real effective implementation and standard set of APIs that will making ray tracing as natural and common as 3D graphics are today.,(reply>), There are great examples, yeah, but that’s largely up to the game developers, and as far as I know they have to specifically target RTX or AMD, right? I think I’d heard an upcoming version of DirectX was going to involve RT libraries, but that will probably take a while to catch up to RTX. Of course now with ARM that adds a whole new variable into the mix, and I’m not sure how well ARM GPUs are compatible with Vulkan or OpenGL anyway—but that’s what I’m looking forward to on RT and DLSS type upscaling: common standards so you can get the full features of a game without having to buy brand X and without the studios needing to optimize specifically for each platform. <br><br>But now that I say that I realize we’re not even really there with normal raster graphics—sure you have DirectX and Vulkan and OpenGL, as well as platforms like Unity that make it easier on developers, but we still have to treat each game differently based on what brand card you have. Still, at least they all generally run the games.,(reply>), There are already great implementations (Metro Exodus Enhanced Edition, which even gets 60fps on an XB Series S) but there are also garbage implementations and grossly inefficient implementations and everything in between. Exodus Enhanced's implementation is worlds better (little more efficient, MASSIVELY better-looking) than Metro Exodus launch edition, proving the software side is still rapidly improving. Give it a few more years for the best uses (which seems to be Metro's) to broadly filter through the game dev process. Games take about 3 years to make and Exodus Enhanced came out last year, so 2024 should be about the time I'd bet on broad, good RT. (Other good examples: The minimal shadows RT in SotTR was actually a great use and low impact and the reflections in Doom Eternal have a super low impact while looking great, but reflections are always sort of the least visible impact unless your game is FULL of shiny surfaces like Doom or Control).<br><br>Or: Just wait for UE5, which appears to be using very similar RT to Exodus Enhanced for Lumen when the hardware is available. Those games should be coming out next year, so even sooner. I would NOT expect to wait 10 years for broad adoption.