Not foliage or hair and only rigid bodies so no characters. Basically it's only useful for a very particular set of environments : city buildings or rocks Most games don't take place only in the desert, so at the moment it's a promising tech but far from a general solution. John Carmack talked about infinite geometry more than ten years ago and John Olick built a demo based on his idea of raycasting a sparse voxel octree, it was already working on a G80 (albeit at a low resolution). Like this demo, Epic has solved the most simple use cases at the moment : rigid opaque geometry, this is always the same problem with raytracing/raycasting once you have deformable geometry and even after all this time we don't have a solution so I'll wait to see if Epic's implementation is applicable to more general geometry and the performance they'll achieve then before saying that the geometry issue is solved