Announcing Microsoft DirectX Raytracing
The only issue is that a lot of this is already possible in the current renderers at a reduced cost.- Soft shadows work in WebGL fairly well using PCSS: https://clara.io/player/v2/8f49e7c3-7c5e-43f0-a09c-33a55bb1b...- Translucency can be faked effectively using a few different methods.  https://clara.io/view/5c7d28c0-91d7-4432-a131-3e6fd657a042- Screen space ambient occlusion, if using SAO, is amazing.  SAO test: https://clara.io/view/2e1637a7-a41d-4832-923a-e6227d1ebaaa- Screen space reflections also work.  Our reflections are this: https://clara.io/player/v2/b55f695a-8f4a-4ab0-b575-88e3df8cd...- Fast high quality depth of field: https://clara.io/player/v2/ce7d91ed-1163-4cbc-b842-929adc4ef...- Real-time global illumination: https://www.siliconstudio.co.jp/middleware/enlighten/en/So while I think that Raytracing is awesome, it generally will not increase existing real-time render quality that much.  My experience with the game industry, even if you have a better way of doing things, if it takes more CPU/GPU cycles that a hack that achieves basically the same quality, it will not be adopted.  It is that simple.