>>16442018
>raytracing
In a full-on DXR sense, i highly doubt it. Geometry has to be loaded into special acceleration structures CPU-side, im not sure how deeply mods can access the Cryengine pipeline but this goes much beyond some shader injection tricks. It also won't work in DX9. I also HATE the usage of "raytracing" in this general PR way, without actually knowing what the fuck it means
There are a couple of applications for the RTX-flavoured raytracing capabilities, used via either DXR or the Vulkan extensions:
>reflections (BF 5)
Screen-space reflections, but instead of ray-stepping through the depth buffer and using whatever pixel's color you end up at, you cast rays through the acceleration structure and perform full-on shading on the geometry hit, allowing correct reflections of correctly lit, off-screen geometry, but likely missing other more advanced effects like decals, particles and so on.
>shadows (Announced for SoTR)
Cast rays from geometry receiving shadows to the light sources, and check whether they hit. Not all that impressive since shadow maps are pretty much good enough in most cases. Can look good for area lights and soft shadows though
>global illumination (Metro Exodus)
In theory, cast a shit ton of rays from any geometry in all directions, and perform SSAO-style heuristics as well as factoring in light sources and -bounces. In practice, do this statically, temporally accumulate and wisely invalidate only those parts that are affected by moving lights.
ANY OF THIS is not "a new paradigm" or any sort of insane advancement, although the effects are cool. But they are just additions to the currently existing rendering pipelines, an effect on top, or a replacement for an already decent approximation.
<path tracing (CGI)
Cast multiple rays from every pixel, and bounce them through the entire geometry until a limit / max radiance is reached. This is the best it's going to get, apart from maybe photon tracing and other autistic, academic shit. However current hardware cannot do this in real time, not even close, so the result will always be heavily undersampled, thus noisy, and you end up with a host of new artifacts from various denoising / temporal accumulation techniques.
>>16442019
Even worse is the ghosting from temporal accumulation and bad rejection