Very cool, but what I'd like to get a straight answer on is whether or not <i>all</i> lights/materials in this scene are ray-traced. Some things like the marbles' reflections obviously are, but there are lots of tricks that could be played to minimize the amount of other raytracing in the scene. On the other hand, if a scene with this high of a poly-count is 100% raytraced, that sets a dramatically higher bar than what's come before (the best that I've seen previously was the Quake 2 demo).<p>Edit: To be clear on what I mean, for those who haven't been following this stuff, most "real-time raytracing" that's started to crop up in real games over the past couple years has been limited to only a subset of lights/materials. A particularly shiny shield, a campfire, etc. And then the rest of the scene is rendered the traditional way. Even with Nvidia's dedicated hardware we can't (yet) just slap raytracing on an entire game and call it a day. But this demo makes it look like we may be much closer to that goal than I'd thought.