Even in a game with so many glass skyscrapers like this, it somehow doesn't come super-obviously across that RT is used when you're just whizzing by playing the game. When you land on a glass and look around, then yes, it's clear as day, but I think that existing cubemap+SSR techniques are doing an admirable job given how cheap they are. I hope that RT gets used for lighting more instead, because it seems that it's just really expensive for what it gives in terms of reflections.
I also wonder why didn't they in 60FPS mode just do a planar reflection of spiderman by rendering him flipped from the other side of the glass when you approach any glass surface. That couldn't bee too expensive on a machine like PS5, and it would add a lot. I've seen this done in TLOU2 with whole rooms in some parts of the game, and that's on PS4.
Could someone point out to me what I should be looking for to notice the impact of the ray tracing specifically? I'm a bit of a dullard when it comes to this stuff
In the very beginning of the video, you can see whole surrounding reflected in the glass of the building, including spidey, and cars on the street, people which are not visible outside of the reflection etc. Now fast forward to 4:30 of the video, and see what it looks like with the non-rt reflection in the same scenario.