I don't usually like gaming technology videos, but this was really good.
Other than the RT, which is the main point of course, I was surprised by how much impact tessellation had, both graphically and in terms of performance.
For example let's say you have a room and the only light source is the sun. You might think "well that's easy, I'll just plop a directional sun light and be done with it". But that's not really how it works.
With full realtime GI it is actually how it works though. For now, artists
need to use multiple light sources (some of which might have nothing to do with real lights), ambient light hacks etc. to get a "realistic" look. Once realtime GI is the standard that's not necessary (at least for anything which goes for a photorealistic style).
Of course you can get something more efficient that looks good for one particular scene in one particular lighting setup. But that needs manual work, and it breaks down when you change the lighting conditions or introduce large-scale dynamic elements.
Having a single physically accurate realtime light propagation implementation requires
less manual work, is
fully adaptive to dynamic changes in the lighting environment and the scene, and
ultimately achieves better results.
Photorealistic realtime rendering moved to PBR materials for a reason, and raytraced GI is to the current lighting/shadowing/obscurance implementations a bit like PBR is to having a multitude of task-specific surface shaders (like most games had in the PS360 era).
It will take a while for all of these things to come together and all advantages to fully materialize, but as this game shows you can already get extremely good results (I'd say industry-leading in realtime dynamic illumination) with hybrid approaches.
RTX v2 or v3 will be amazing when it becomes mainstream and hardware can handle it easily.
Why does it need to be mainstream or easy on hardware to be amazing?
It's not
widely implemented, but I don't understand why you need to defer to future versions of it so much when we are in a thread about current RTX on current hardware providing amazing realtime GI results that massively improve on the lighting quality in a shipping large-scale game.