I hope many next gen games will have raytraced shadows usingccompueu if no RT hardware in next gen console.
There is the idea to store a list of occluding triangles in each shadow map texel instead just depth, then in pixel / compute shader check all those triangles for exact shadows independent of shadow map resolution. No flickering or peter panning.
Can be accelerated to skip triangle tests by min distance per texel, and also soft shadows could be done by blending with traditional methods.
IIRC NV made it a GameWorks affect and The Division used it. I never saw it in action or a video.
Maybe this would be still interesting even with RTX GPUs? It's simple to implement so worth to try i would say.
For RTX shadows i expect proper area light shadows may be more interesting than 'just' to fix flickering and peter panning.
But as long as we have non RTX GPUs out there, games will be still designed mainly for point lights i guess.
The magazine doesn't get reflected, but there is an anomaly related to it that occurs in select partial frames, it intersect with the clothes of the soldier to the side, so it's probably just a rendering bug.
I saw something different in the video: There is a moment where the first person gun is in front of reflecting puddle or floor in the background, and around the gun appears a silhouette of blurry darkening.
Likely that's caused by motion and missing data for denoising. So even with RTX we still have typical screenspace artifacts, mostly a problem for 3rd person characters an 1st person guns.
I always expected this to happen, but first time i saw it - very interesting! In general i mostly wonder how good denoising works.
I see a lag in reflections too, but it might be a amplified by video compression - hard to say but i have no problem with that.
Rarely people complain about it, which is good because i think it is the main artifact of the future (thinking of texture space shading again, which would fix the more problematic screenspace artifacts).