Ray-tracing is pretty different from polygon rasterization, so to perform well and take advantage of the technology, I think games are going to have to be written from the ground up with ray-tracing in mind.  That&#x27;s hard to do when game developers use complex frameworks and tools that are designed around rasterizing polygons.<p>(It&#x27;s the same kind of problem as you&#x27;d run into if you wanted to do game development in Haskell or Rust.  There&#x27;s no reason why that couldn&#x27;t work in principle, but things get harder when you step off the well-traveled path.)<p>As an example, polygon rasterization is sensitive to the number of polygons, but it doesn&#x27;t matter very much where they or how they move around.<p>Ray-tracing, on the other hand, is relatively insensitive to the complexity of the scene, but it&#x27;s more sensitive to what&#x27;s on screen and visible right now, and how much of the screen it takes up.  Also, objects have to be stored in 3-dimensional tree structures for efficient access, and those trees have to be re-built when things move.  So, rendering the Statue of Liberty in high resolution is fine, but rending a million snowflakes is problematic.<p>Getting good performance means being conscious of different tradeoffs, and it takes time to figure out a good balance.