It's obvious nvidia is branching RTX for movie/vfx/audiovisual shop not game. THey said so in their presentattion through unreal presenter. Same with their work on digital clone, no game will support these fancy velus hair overhead. Isn't the SVOGI paper highlight the need for a lot of handplace volume to control light leaking? It doesn't seems to work out of teh box? I was wondering if a simplified implementation of Lexie's GI can handle simple AO (no bounce) or distant shadow for open world TOD.