Full ray traced rendering (like they did for Quake2 recently: https://www.nvidia.com/en-us/geforce/ne ... force-rtx/) is probably too expensive to be anything else than a cool experiment (without a very expensive RTX graphics card it'll be hard to get a decent framerate).
That being said, there is a lot that can be done to approximate what ray tracing gives you "out of the box" (and it's what all recent games do, because it's much cheaper) :
- ambient occlusion
- global illumination
etc. (and for each, there are dozens of possible implementations, with different pros and cons).
We could also try to change the lighting model to make it more physically based (PBR, another buzz word), but that probably involves modifying and/or generating a lot of textures, so I'm not sure how practical it would be.
Feedback on past, current, and future development.