Technology Reveal: Real-Time Ray Traced Reflections achieved with CRYENGINE. All scenes are rendered in real-time in-editor on an AMD Vega 56 GPU. Reflections are achieved with the new experimental ray tracing feature in CRYENGINE 5 - no SSR. Neon Noir was developed on a bespoke version of CRYENGINE 5.5., and the experimental ray tracing feature based on CRYENGINE's Total Illumination used to create the demo is both API and hardware agnostic, enabling ray tracing to run on most mainstream, contemporary AMD and NVIDIA GPUs. However, the future integration of this new CRYENGINE technology will be optimized to benefit from performance enhancements delivered by the latest generation of graphics cards and supported APIs like Vulkan and DX12.
This looks to be a compute version (maybe DXR fall back layer, maybe not) of real time ray traced reflections running on a Vega 56 in the video. That card has no dedicated ray tracing hardware. Based upon the description text, I think it is safe to say the final version of this will be ported to DXR/VK and utilised TUring's RT hardware.
Some neat stuff there, and inspite of the description I do not think it is voxel tracing just by looking at the relfections which seem to respect detail that is pixel sized (voxels would not of course). Also, to see how it functions at a playable framerate at all, you can see ghosting in every frame from when an object casting reflection or giving off the reflection moves:
Ghosting:
This ghosting looks really really different than the stuff we have seen from any RTX presentations or how it works in battlefield V for example.
Exciuting times ahead !