Ascend
Member
Voxel Cone tracing is not the same as ray tracing. In ray tracing, the 'rays' have no thickness. Voxel cone tracing introduces a very 'thick' cone for the calculations, meaning it's low resolution. You are right about it not being precise.Depends only if developers will start imlementing those features via DX12/Vulcan and not with Nvidia extensions.
The big issue everyone doesn't seem to notice is performance impact.
Console gpus will be at best mid range gpus. RTX currently with 2060 is abysmall you need at least 2070 which cost more than new next gen console and then some.
I think you could reasonably expect some small time ray tracing fixed function hardware but it won't be huge. It will be more like raytracing for shooting few rays to establish what is happening in scene and some software function to smear rays effects on objects.
Killzone devs used ray tracing for its voxel global illumination to tell voxels what to do. With such setup you don't need many rays but you can't do stuff like precise shadows.
nVidia's extension is by default inefficient. Consoles are indeed mid range, and for ray tracing to be viable, they have to be efficient. They can't brute force everything in consoles like nVidia loves to do. That's why console ray tracing will be very different than nVidia's RTX, and honestly, there is a bigger chance of RTX being dumped than the consoles version of Ray Tracing.
Intel has announced ray tracing for DX11.... And it works on ANY GPU. That puts a huge dent in nVidia's marketing for their ray tracing gimmick;
Intel topples Nvidia's ray tracing monopoly in World of Tanks
Ray tracing for (almost) all
www.techradar.com
And lastly;