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Show us how low effort raytracing is.
comparing game engine where performance > render capabilities to 3d editor rendering whith dense ray tracing without any ray reconstruction. Ray traced render in blender is precise and heavy, while in games it's approximated. Good luck with using dense raytracing in 100% screen resolution.
I don't need RT. I like graphics with unique style where I can see efforts of artists and engineers, not blurry upscaled slop with shimmering and low FPS on high-end GPU.
Nobody forced them to have time-constraint, it's just to save money. They probably could sell a lot more copies if they added non-RTX option, so was the right choice worth it?
The entire justification to force this crap on us is that it's easier and less time consuming than just doing baked in lighting. If RTX takes effort than that argument goes out the window.
Have you ever tried making an Eternal map with idstudio before? A simple room with baked lighting could take hours to compile. And if you want to change one small thing you have to do it all over again. Very inefficient and you have no idea how the map will look until it's done compiling. That's how maps for 2016 and Eternal were made and the devs just put up with it because that's what hardware at the time allowed.
Raytracing does all that crap in real time. You instantly know what the map looks like and don't need to spend hours waiting for baked lighting. It is faster, looks better and allows the devs to make more maps. The fact TDA has twice the maps of eternal despite them being bigger and more detailed makes that apparent.
It does them better but you can barely tell the different... and you lose 60% of your frames in the process.
You can't be that silly... You can use real-time ray tracing to design maps --- that has nothing to do with whether or not the game itself uses real-time ray tracing.
You can use these advanced tools you are talking about to speed up development, but that has nothing to do with whether or not the actual game has baked lighting or real-time ray tracing.
You are confusing the subjects of game engines and game development.