You're thinking 10 or 20GB of BVH kept on disk? Streaming in a few hundred MB as needed? LOD strategies?I just thought about something else: They store all BVH in texture, so we could use virtual texturing feature to stream BLAS very easily. And with their support for large BVH there is no need to resolve indirection about pointers.
I really think consoles go that route. Still requesting for PC too...
In all these techniques, to do them in real time, requires a huge amount of denoising. So when I talk about opportunistic bounce ray generation, I'm expecting it to produce a noisy result. In general with real time ray tracing, we're seeing very low sample counts per pixel.Sounds a bit like photon mapping? However, the locality you aim for is a must have IMO, because modern hardware really wants it. Things like QuakeRTX or Metro miss to utilize it, and path tracing does so in general. Big reason why this classical RT with DXR is so fishy for games.