Inuhanyou
Veteran
Oh absolutely, we are already seeing what your describing.Shader/compute demands are only going to go up as well. Series S is going to age badly. Devs will make it work, but I can see it getting more and more neglected over time as devs tire of the extra work needed to make the necessary cutbacks. Omitting ray tracing is gonna be one of the go-to ways to do this as it's gonna instantly provide a large bump in headroom. I also expect plenty of Series S versions over time to lack Performance/Quality options, in favor of a simple 30fps default.
But I also think it shows value of novel solutions in regards to fundamental rendering like in ue5.
When your looking at a resource constrained platform like series s, and even PS5 and series x inevitably feeling long in the tooth in 4 or 5 years, being able to render like 10 times the polygons with nanite for a similar budget and lumen giving a good enough approximation of ray tracing, it's gonna allow for much better looking worlds at only a small portion of the cost of other current engines, plus a good enough ray tracing solution that will work even when hw RT can't even be added in the first place.
It will scale tremendously as devs get to full grips with it and last much longer than other traditional rendering engines unless they start looking in the same direction for updating their tech. So far we don't see much of that, and instead see devs abandoning their proprietary engines instead because keeping them modern and relevant is too hard on top of just creating the games which is already monumental undertaking