I hear you. The main problem for us is that it’s difficult to make a general purpose, high quality and high performance dynamic GI method. It’s much easier to make something targeted at a certain game where you can take advantage of the game’s constraints (short view distance, or always indoors, or always outdoors, etc). That’s why there are a lot of dynamic GI methods kicking around and being shipped by other games, but they have very specific usages. Our main attempt to make something general purpose (SVOGI) didn’t scale down or achieve quality goals.
Also, Xbox One doesn’t have a lot of GPU performance to go around. PS4 and PC do allow a lot of exciting new methods because they have the teraflops and bandwidth to back it up.