Originally Posted by
Solstiare
Which is my point, to get full raytracing to work in a live game environment (especially with reflect/fractive whatever), all those lit particle effects from buffs, nano effects, gunfire, and in pand the moving shadows cast by everything, in fact ANY extra light sources all create a performance penalty. You can get around some of it with "dart casting" from the light sources, vs full per-pixel raytrace, but then you have a whole other set of issues with accuracy and blending all of which get worse if the light sources are in motion.
And this is not even including caustics (light distortion from transparent solids), even stationary ones. Bottom line is until we can harness human stupidity to power floating point calcs, someone is going to have to dial up the horsepower of graphics chipsets and cpus.
But it would be pure eye candy if someone can figure out how to make it work in the here and now.