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> massive positive impacts on graphics

I remember the main noticeable difference being ray traced reflections. However that was mostly on immovable objects in extremely simple scenes (office building). Old techniques could've gotten 90% there using cubemaps, screen space reflections, and/or rasterized overlays for dynamic objects like player characters. Or maybe just completely rasterize them, since the scenes are so simple and everything is flat surfaces with right angles anyways. Might've looked better even because you don't get issues with shaders written for a rasterized world on objects that are reflected.

Games that heavily advertise raytracing typically don't use traditional techniques properly at all, making it seem like a bigger graphical jump than it really is. You're not comparing to a real baseline.

Overall that was pretty much the poorest way to advertise the new tech. It's much more impressive in situations where traditional techniques struggle (such as reflections in situations with no right angles or irregular surfaces).

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The most impressive part of Control's RT (on PC at least) was that it very much applied to (most) dynamic objects - and it features a TON of dynamic destruction.

The "office building" setting meant resticted areas, sure, but it features TONS of reflections - especially transparent reflections (which are practically impossible to decently approximate with screen space techniques).

Oh, and: The Northlight Engine already did more than most other engines at the time to get "90% there" with a ton of hybrid techniques, not least being one of the pioneers regarding realtime software GI.

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The other elephant in the room is the consoles, and even if they're capable of RT they also have to consider the performance capabilities versus visual payoff. As I see it the PC versions of games like Control from studios like Remedy are trailblazers, it's an early implementation (geforce 20 released in 2018, Control was 2019) as the ultra option to shakedown their implementation and start iteration early so future games will benefit, however the baseline is non-RT.
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