I'm a "n00b" in this sector, so pls. feel free to correct me:
1)
RTX is meant to be linked to "raytracing".
2a)
Raytracing in general computes a scene by computing how photons are affected by matter - e.g. a full reflection by an absolutely smooth non-absorbing surface or a partial reflection&path_divergence done by liquids, etc... .
2b)
In the simulation, the photon that "bounces off" a surface is then "rebounced" by another surface and so on, and this creates a picture similar to the one we use to see in the real world.
3)
RTX maybe cuts the whole "rebouncing" and generation of photons a bit short, meaning that there isn't really any new next-gen technology but it's just a bit more processing power that is available to do some additional parallel short/semi-pure raytracing stuff, but which does not work when your scene is complex and it does need many reflections "rebounded" many times.
1) RTX is meant to be linked to "raytracing".
2a) Raytracing in general computes a scene by computing how photons are affected by matter - e.g. a full reflection by an absolutely smooth non-absorbing surface or a partial reflection&path_divergence done by liquids, etc... .
2b) In the simulation, the photon that "bounces off" a surface is then "rebounced" by another surface and so on, and this creates a picture similar to the one we use to see in the real world.
3) RTX maybe cuts the whole "rebouncing" and generation of photons a bit short, meaning that there isn't really any new next-gen technology but it's just a bit more processing power that is available to do some additional parallel short/semi-pure raytracing stuff, but which does not work when your scene is complex and it does need many reflections "rebounded" many times.
Again: this is just my initial understanding.