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There's something you need to understand: ioi makes their own engine.
They've been making and improving on that engine for over 20 years now.
They don't stop improving the engine because it will keep getting used for their next game.
They use whatever their current game is to test engine improvements that will carry over into their next game, whatever that will be (in this case Project 007)
So no, they can't just use the resources they spend improving their engine to make this game better, because that's not what they are doing it for. Engine improvements are because they have and always will continue to update and reuse that engine for each new game. Getting things like Raytracing into Hitman 3 isn't about improving Hitman 3, it's about making sure their engine works for their next game with the latest bells and whistles.
Also there are very different types of developers assigned for various types of changes. What improvements are you looking for or expecting? Because I guarantee you whoever is making changes to how the engine works aren't the same people doing world building and level design or writing, or making anything related to new content.
You have coders making their engine better so that the engine can continue to be used in future games, whether they test and release some of those features in their current games or not.
Separate from this you have designers, artists, world builders, writers, etc. who make content, very few of which are still doing anything related to Hitman 3 because most have already been moved to their next projects.
Current version of the engine uses 3 types of rendering techniques.
- Screen Space Reflections (for most reflective surfaces)
- Planar reflections (used by mirrors and some other surfaces)
- Specular probes (precalculated fallbacks for most transparent objects)
With the may 24th patch, they will add a fourth one, RTR (Ray Traced Reflections). This will be an hybrid system, adding RTR to enhance existing techniques. Rays will be traced when SSR cannot display a reflection. With SSR, objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image, RTR will solve this.
Why they just don't use Planar reflections everywhere ? Because it is a very expensive technique, it requires to compute a scene once again.
Why they just don't use SSR everywhere ? Because of unresolved intersections and incomplete reflection image.
Most games use specular probes or no reflections at all to speed up the rendering. SSR appeared some years ago in video games but it is rarely very well done (Hitman 3 is an exception), Planar reflections have existed for a very long time, but are rarely used nowadays because of the big performance hit induced, the few AAA games that still use them are only for confined areas (Hitman 2016/2/3 are probably the only recent games to use them as much and even in open areas while keeping good performances). Insomniac did a pretty good job on Spider Man franchise with a mix of specular probes, SSR and RTR on buildings.
RTR is a new technique in video games that has the potential to solve a lot of rendering issues, so IO is moving towards that, it's understandable. But it requires a lot of work and performances tweaks, even more for in-house engines teams.
Some screenshots from GDC 2022 (can't share the full video, sorry) :
https://imgur.com/a/q1zR9bw
2 days from now apparently.
Did it carry over though? I don't remember too much destructible physics in any of the Hitman 3 levels, or do I just not play with enough explosives.
Because in the future more people are going to have GPU's capable of hardware accelerated Ray Tracing. As a couple of people have already pointed out. It's not about the here and now. It's about the future. On top of what other people are giving as reasons I will add that getting to know the tech now gives developers experience that will accrue over time. That will in turn give us better implementation techniques which will either increase fidelity or performance.
It can in some ways be compared to console generations. At the start of a generation nobody is really sure of how to best take advantage of the hardware. Over time developers accrue experience and get better. That results in games released at the end of console lifecycle looking and performing better. Well... Not all games, but as a general rule of thumb.
Almost 27% of Steam users have an RTX capable graphics card.