Unreal Engine 4.21 Preview

Most of the games will use hybrid raytracing. First they rasterize gbuffer and then ray trace for effects where it make most sense. Like for GI, ambient occlusion, reflections, soft shadows. This way you don’t need to rework whole engine and you can enable/disable effects depending on performance and needs. Tracing also primary rays would be big CPU optimization(just single draw call) but depending on GPU it might be tad slower.