<i>sigh</i><p>Why does pretty much all the marketing and examples of &quot;groundbreaking&quot; new&#x2F;faster tech for raytracing&#x2F;pathtracing always just show outside IBL-lit scenes?<p>These are <i>easy</i> to resolve (generally within 32 progressions with MIS for diffuse surfaces).<p>Similarly, they rarely show anything other than perfectly specular glass, or pretty rough microfacet surfaces, which with indirect caustics off (which they obviously have in the above examples), again is pretty trivial to resolve.<p>Indoor scenes with many lights (lots of them sometimes occluded) with lots of indirect illumination is going to be a <i>lot</i> slower, and for games I would have thought this is important: I don&#x27;t see how this latter scenario is workable in real time, without lots of cheats.