Demand is only one part of the equation.
The other, and arguably far more important part of the equation is how much does it cost in terms of silicon real estate to enable performant RT that will blow people away?
Not to be an incessant gnat, but imo, nothing is more important than demand.
No demand, no one should make the product. If you keep making a product when there is no demand, you're flopping your business.
For new products / features, marketing plays a large role to drive hype and demand for these products. Failure to do so will flop the product.
That being said, I think these products do more than rely on hype for sales, there are problems being solved here, in particular on the development side of things. While we can debate to death whether the performance is there yet for the lower end RTX products, there's no doubt in my mind that developers see this as a win for them.
Right now, with NV's RT hardware the lower bound is a 2070 that offers performance impacted RT that some people find impressive and others less so. It's certainly doing RT faster than non-RT hardware, but is it doing it fast enough for games at a quality level that is an overall improvement in the game, versus just an improvement in specific areas of a game at the expense of other areas of a game?
In 2 years will acceptable quality and performance for games, be found in a hardware
component not even a console, but just a component of a console be available for under 500 USD? Again, just for the hardware component, not even talking about a full blown console at this point.
And additionally will it be flexible enough that developers can adapt and use it in their games, regardless of the types of games they are making?
I'd argue that it isn't very likely. At some point in the future we all hope RT will be viable in a console, but next generation is not likely to be it for reasons of cost versus performance versus quality versus flexibility.
More than happy to be proven wrong, of course.
But I just don't see it,
at this point in time.
How light interacts with the scene is arguably the most important part of graphics. You can't see it if there's no lighting
. And what is reflected back to us is how we perceive vision in real life. So how Ray Tracing handles lighting is probably going to be more related to our vision than rasterization.
I have no doubt in my mind like you that RT hardware is performing ray tracing order magnitudes of speed faster than non-RT hardware.
So the silicon imo, is justified in it's usage, it's doing something that is not capable without it.
Whereas on the flip side, I do not agree with the idea that 30%-50% more silicon devoted towards general compute would generate a graphical difference that something weaker could not achieve. As an OG Xbox One owner, 30% of that silicon went towards ESRAM, not even anything special like ray tracing or ML, but memory. And I am confident that all Sony exclusives would be able to run on Xbox One at 900p. As fantastic as those titles are, and they are indeed fantastic, those teams are not able to convert than 30% additional power into something the Xbox One could not play or do. If the barrier between more compute and less compute is nothing more than a resolution drop, I'm okay with this.
We talk about compute based solutions, sdf, software based solutions. That's great, and I know it will continue to evolve, and I applaud it. But that also means
all those solutions, would work on hardware dating back to the OG Xbox One, because compute is generic, the only limitation being compute power where the load can be scaled using resolution.
But there is a 3rd point that sits at the developer angle. That is a lot of developers don't use the latest and greatest technologies right away, they have to build and retrofit their existing engines to incorporate new technologies. Ubisoft has several engines: Anvil, Dunia, Snowdrop, and all of these have variants as well, Anvil 2.0, Anvilnext, Anvilnext2.0. These engines are designed to build content that suits the type of game they are building. Thus all these techniques, may work for some engines but not others. Some may need massive sprawling meshes, and others don't. But one thing I know, is that they can incorporate DXR into all the engines and it would work the way they want it to because it doesn't have those hack limitations. But compute/rasterization does, and so they're spending tons and tons of time and labour to figure out which hack is going to get them what they need for the next scene/corridor vs. building in DXR into the engine and letting DXR handle all their cases for them, not to say there won't be performance tuning, as there always will be for both.
It's unlikely there is enough power to incorporate every single RT solution there is, but that's okay because there is always a rasterization fallback. And where rasterization is doing a fantastic job for your game, you should let it stay rasterized and benefit from the speed. And where it's not doing so great, or you're having a difficult implementation issue (ie limitations due to choices) or where you really want to amp it up (say a cutscene) you have RT there for you.
There is at least the option and that's what I'm seeing. But if next gen consoles don't come with RT, then it's honestly going to be more of the same. Xbox is already equipped for gpu-driven rendering, and so will next gen i'm willing to bet so I'm not really seeing a reason to discount the existing consoles if all the solutions are going to be even more compute based.
edit:
https://www.gamewatcher.com/news/starfield-elder-scrolls-6-engine#
More justification for DXR here for me.
Even though the rumour originally was that they'd create a new engine for Starfield and Elder Scrolls VI, Bethesda have opted to stick with the same software they've been using, well, since Morrowind. Creation is also the Fallout 76 engine, and that's not necessarily an optimistic statement
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It allows us to create worlds really fast and the modders know it really well," says Bethesda's Todd Howard for Gamestar. "That lets us be efficient and we think it works best." Whether it's worth the jank, though, is up for us to decide as end consumers.
Can't mod your way through situational tailored hacks.