Lots of important information in this. It demonstrates how far this tech still has to grow for realtime ray/path tracing. In film, we bounce many millions of photons/rays about, taking hours per frame. These GPUs are clocking in at thousands of photons/rays 60 times per second. Certainly incredible stuff, but still a while off to really switch over completely. Good talk too of how smoothing and averaging is handled, and why high motion, high detail stuff will look a little weird for a while. I still think we're a minimum of two generations of hardware off yet until it gets really exciting. But this is a good start. With any luck we'll see more experimental stuff like this happening both in open source and in newer engines. It's going to make the "1440p 120FPS or death" crowd a little upset too, as that's not going to be achievable for a while. But these are the sacrifices we need to make to move towards better lighting realism in real time engines.