One day, maybe RTX hardware will not be a niche, but the argument that even now, it's not a niche, is utterly ridiculous.
That's why I added DXR and DX11 to the comparison. Any new tech is niche, it's not something that is even worth reminding everyone about, or worth portraying it in as a massive factor in the adoption and spread into games. DX11 needed time to become widespread, and so does DXR.
You can deny this all you want. Consoles set the baseline.
Nope, maybe they do now, but in the future I highly doubt that, especially if they continue to be such middling and weak hardware that is outdated the moment it launches.
it only became popular when...
...drum roll...
...consoles with DX11 level HW features launched.
That's not correct, Crysis 2, Metro 2033, Battlefield 3, Arkham City, Deus Ex Human Revolution, Dragon Age 2, Dirt 2/3, Far Cry 3, Max Payne 3, Hitman Absolution, Battlefield 4, Metro Last Light, Call Of Duty Ghosts, Crysis 3, Arkham Origins, and many other visually striking games got released on PC using advanced DX11 features BEFORE the release of DX11 console hardware. I am sorry but you are misleading yourself with the console leading misconception. PC was always on the lead. Always will be in fact.
because they had the money to do it. Still, even now that modern consoles do support tessellation, it is not a generation defining feature.
Because current consoles are weak, most games are released without Tessellation on consoles, only to have it on full force on PC. Metro Exodus is the latest prime example of that.
No. If consoles don't have HW acceleration for RT, RTX will remain the "defacto" niche afterthought, just like AMD's HW tesselation was until consoles actually adopted it, by that time,
AMD was never in the position to push tessellation, especially that they introduced it outside of standard APIs the first time "TruForm", then they half assed it the second time. NVIDIA actually put the effort and work to make that feature viable. The same way it's doing with RTX.
So unless you think the hard RT approach of NVIDIA, is going to be outclassed in both effort and scale by AMD, which is highly unlikely, then this point is not even worth discussing.
NVIDIA introduced RTX not inside an isolated bubble, but as a part of standard DX implementation, and it actually involves much greater enhancements than Tessellation ever did, DXR involves enhanced shadows, reflections, lighting, materials .. etc. Comparing the scope of the two techs isn't even logical.
If consoles don't have RT hardware/implementation, NVIDIA will continue to expand it's DXR implementation driven by their high majority share and mindshare till the whole market is filled with DXR capable GPUs. And developers will exploit that. Because once more the PC ecosystem is wildly different from consoles.
CUDA is only still a thing on professional software. It is irrelevant for consumer games, which is what I'm discussing.
The principle still applies. And it's not related to CUDA alone, I mentioned DX11, VR and AI.