Are we realistically going to have those qualities in Realtime raytraced reflections in potential console hardware? 2 samples per pixel is very noisy. Denoising fills in the geometry but can't resolve the texture detail. Hence you'll be getting the equivalent of reduced resolution and possibly no AO, depending on how many recursions can be handled.At quarter resolution with no AO, lighting is toned down, and no reflections within reflections.
The important point in this comparison is that rasterisation hacks should not be compared to the best raytracing has to offer, but to whatever raytracing can achieve within the limits of its implementation in a console (an unknown at this point). Hybrid renderers will be required, and if you can't combine the two comfortably (curved surface reflections? Can you rasterise the texture detail and trace the light?) you'll have to have compromised tracing.
It's just occurred to me that multi-pass tracing may be more effective, the same as the deferred rasterising. You could trace geometry and bumps in full resolution, one sample per pixel, and get a complete, noise free (though aliased) geometry, and then trace noisy light to combine with that.
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