This has an awesome list of real-time DXR ray-tracing features. Especially the real-time global illumination which was a feature that was promised in UE4 since day one. Too bad it ended up needing a whole new generation of 3D cards to finally achieve it properly…
Which brings me onto my next question: Obviously there are still a lot of users not on DXR capable hardware and I can’t therefore see pre-rendered ray-traced lightmaps going away any time soon. I feel there would be a huge benefit adding support for RTX-based ray-tracing to Unreal Lightmass so that we can use ray-tracing hardware to significantly reduce Lightmass rendering times.
Is this something that Epic has plans to implement?