And how do you want to update the scenetree for the raytracer in that cases?
Every time someone throws the word "dynamic" to raytracing discussion it has a devastating effect :D I agree 100% with davepermen that games are by nature dynamic and become more and more dynamic in the future. However, it's the raytracing
that suffers from the dynamic nature because it relies heavily on precomputation in the fundamental level of the algorithm. Rasterizers are actually moving away from the precomputation (e.g. lightmaps) and can choose to use precomputation based on application.
I attended few raytracing courses at Siggraph this year and people seem to be stuggling with the same fundamental problems as years ago (e.g. efficiently building & updating KD-tree for raytracing). Also very basic things in games like skinning are conveniently pushed to background in raytracing discussions. Anyway, once we get those consumer class quantum computers in the market, raytracing problems are solved, but current 6 qubit test-lab quantum computers doesn't quite cut it yet :wink:
Juhnu et al, don't take me wrong, I totally wish we could have those raytracing units which could process rays cheaply as butter, but when the algorithm has fundamental performance flaws my hope is running quite thin.
The first rasterizing GPUs were not really that impressive and lacked both speed and majority of features we can now expect to find from a consumer class hardware.
Btw, you are dead wrong here. I don't know where you pulled that argument and what was the first 3D HW you ever saw, but I think it was Pyramid 3D by BitBoys (-97) and I was totally impressed of the capabilities of that chip at the time. I would argue that rasterizing HW ~10 years ago was more capable than raytracing HW today :rolleyes:
"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." - Albert Einstein