You will, even without RT-specific hardware.I don't see it at all right now under the $400 mark. Embrace that!
If not RT then we at least get SVOGI and contact hardening shadows as standard features. Though, considering the growing support of RT in middleware engines...After seeing RDR2, especially on XB1-X, we can survive another generation without RT. However, if Cyberpunk 2077 PC version totally massacre's the next-generation console editions with gobs of gorgeous RT lighting, shading, and reflections... then I will find a local wormhole, hop in, and beat myself as he, I, are writing this post.
1) You can look at Kingdom Deliverance benchmarks for a real world example.Have you a link to these engines being pushed on GTX 1080 hardware? I can only find examples running on mid-range and older cards (4 TF).
The fact no-one's got a demo of them doesn't show the quality is inferior. The existing demos show great quality, and show the quality can be ramped up versus performance. Ergo, until we see a demo with a large rectangular light source and vertical rails or similar comparable set-up on a GTX 1080 to compare the shadowing versus the RT example, nothing is proven.
If your statement is fact, please back it with supporting evidence. If it's just your opinion, please qualify it as such with a prefix like, "I expect..." or "I would assume..."
That's a totally independent feature to upscaling. You can do that whether you upscale or not. When it comes to turning 1080p pixels to 4K pixels, reducing the number of pixel samples needing to be drawn, all rendering methods can use ML based solutions or algorithmic solutions.
Again, we're trying to have an actual discussion here. If all you want to do is blow RT's trumpet and say its better at everything, you're just generating noise.
2) I think it does. If it's so great, why does nobody use it (except for CryEngine, but then again pretty much nobody uses CryEngine)? At the beginning of the gen there was some excitement about it and then nothing.
If you think voxel cone tracing is comparable to RTRT, shows some data to prove it.
3) Getting better IQ on the 1080p image means the upscaled results will be better as well. Better input, better output.
4) The growing industry support of RT is an important factor of the discussion.
Versatile but inferior solutions. You yourself admitted right there that the quality is not comparable to RTRT. Would people be as excited if the BFV reflections were all blurry? Also I remind you that DXR can run on compute. Also, did we really see any breakthroughs in terms of rendering algorithms this gen? Things got better but nothing fundamentally different from what we started with for AAA games.I think all of us have not appreciated how far some lighting solutions have come. The VXGI stuff is several years old, DX11 based, but includes soft specular reflections which can't do RT's perfect mirroring but overall, the solution provides realtime GI with ambient occlusion, soft shadowing, and soft reflections. Yet no-one here knew about it. A game designed for XB1X using this technique would be spectacular, and if it weren't for the inclusion of RTX in nVidia's latest pro-focussed GPUs, we'd be talking about different solutions with a unified view on their occlusion and game engines' short-term future. We'd be looking at BFV showing cone-traced specular highlights that runs on all GPUs instead of RTX-specific ray-traced reflections.
This is where console tech wants to be versatile, to enable acceleration of different solutions. If the RT hardware can be used to accelerate volume traversal and perform alternative shape tracing, it's inclusion is more valuable.