what…
Is that why multiple engines are going the way of raytracing for lightmaps directly in the viewport? Raytracing for developers has been here, before the RTX/DXR APIs. Those will only improve our RT bakers. And Epic has already announced they’re working on at least a GPU based Lightmass.
It seems like people expected “real-time raytracing” to be fully raytraced scenes, but there are things that raytracers handle inherently better, while some things are still better(cheaper) to do with the years of improvements to rasterization that we’ve collected. The new Turing cards have the potential to improve rasterization even more with Mesh and Texture-Space shader models.
Hybrid-Ray Tracing is just around the corner, but I’m sure it’ll be like TressFX, dynamic GI(voxel, cone trace, distance field, etc. not precomputed SH), and other niche features from NVidia and only be used in a few games for awhile.