Not looking for a game what I'm looking for is the acknowledgement that without a shift in thinking with exactly how to benchmark the games that are being benchmarked that actually details how much of a scene is Rt'd and at what performance level it's going to cause a while lot of needless back and forth when developing a tool to calculate it would fix the problem.Of course any card can do raytracing, even the 8800GTX from 2006. It's a simple algorithm that has been around since the 1970's. The only thing that has changed is performance. Crytek hasn't performed any magic here. They achieved acceptable performance using shaders by limiting the amount of ray tracing work actually done. Their special sauce is liberal use of voxel cone tracing which requires a lot less horsepower than raytracing.
From Crytek: "One of the key factors which helps us to run efficiently on non-RTX hardware is the ability to flexibly and dynamically switch from expensive mesh tracing to low-cost voxel tracing, without any loss in quality. Furthermore, whenever possible we still use all the established techniques like environment probes or SSAO. These two factors help to minimize how much true mesh ray tracing we need and means we can achieve good performance on mainstream GPUs. "
https://www.cryengine.com/news/view...-ray-traced-reflections-in-cryengine-and-more
Your position on this doesn't make any sense. There is an actual shipping game that provides exactly what you're asking for but you choose to ignore it. I can only guess at the reasons for that.
This isn't exclusively a Nvidia thing this is a anyone who benchmarks a game thing.
Also not every video card can do ray tracing. I think I have a S3 Virge or diamond stealth 24x video card you can test that theory on.
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