I sure am. Over the past half decade or so we have been seeing is improvements in performance which is great but not really improvements in graphics fidelity. With the introduction of Mantle (later Vulkan) in 2013 we got low level API's that are supposed to improve performance by removing any "overhead" during the communication between the GPU and coding of games so it's more "close to the metal". DX 12 did similar things but we never really got improvements in graphical features with DX 12 or Vulkan unlike previous iterations of DX generations like DX 11 or DX 9.0 with things like tesselation with DX 11.0.
I am glad that nVidia is trying to push Ray Tracing step by step. My GTX 1060 6GB can play pretty much all games maxed out at 1080P but I am not really seeing any major graphical improvements in games with the exception of few, even then graphical improvements aren't that big of a jump compare to previous iterations of games I have seen.
What is happening now is very similar to the early 2000's when we got programmable shaders like Pixel Shader 2.0 with GeForce 3 in 2001. nVidia improved upon the performance with GeForce 4 Ti and later the GeForce FX. Later with Pixel Shader 3.0 + HDR we got major improvements in graphics with games like Far Cry. I remember playing Far Cry with Pixel Shader 3.0 + HDR and the stunning graphics it produced on my GeForce 7600 GT. The water looked better and HDR was just graphics nirvana.
So, props to nVidia for trying to implement Ray Tracing. I expect similar thing to happen with Ray Tracing like what happened with days early days of Pixel Shader where by the second, third and forth iterations of GPU's that support Pixel shaders it will become more mainstream and more and more games will start to use it.
Only gripe is the price. Which we all know whose fault is that. ;)
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