Some car games lack RTX capabilities because they don’t support the technology, or they’re designed for older hardware.
Some car games lack RTX capabilities because they don’t support the technology, or they’re designed for older hardware.
As long as NVIDIA keeps investing in dedicated ray tracing hardware and AMD follows suit, it will soon be more widespread.
These challenges originally stemmed from hardware T&L, fully programmable shaders, DX10's back-end limitations exclusive to Vista, and DX11 tessellation issues.
In fact, not many games really leverage DX12 or Vulkan, let alone implement them effectively.
Racing games already feature reflections. RTX isn't required for this, and unless the vehicles have a chrome finish, the level of shine isn't usually that high. Forza and similar titles have managed it quite effectively. Ray tracing offers capabilities far beyond just reflections.
It's also not mainly about Nvidia highlighting RT since they didn't create ray tracing themselves—they were the first to apply it in a video game setting. Now that hardware supporting RT is available, game developers can take it seriously and begin integrating it more effectively from the start. This will make it much more practical and widespread, especially as the technology improves. With AMD releasing powerful new GPUs (you can also enable ray tracing on them), I believe they'll push each other further, leading to impressive GPU performance and game results in the future.