Ray tracing affects game performance by moving work from fast, approximate rasterization toward expensive, physically based light simulation. The core cause is the cost of tracing many rays per pixel to evaluate reflections, shadows, and global illumination. Each ray tests against scene geometry and may spawn additional rays for indirect lighting, so scenes with high geometric detail or complex materials magnify computational load. Hardware and software research by Ingo Wald at Intel documents how efficient bounding volume hierarchies and kernel implementations reduce those per-ray costs, but do not eliminate the fundamental increase in computation per frame.
Performance costs and bottlenecks
The principal bottlenecks are ray traversal and intersection work, memory bandwidth for accessing acceleration structures, and variance that demands many samples to avoid noise. Ray traversal requires walking spatial data structures such as BVH to cull large numbers of triangles quickly. When traversal is inefficient or BVHs are poorly adapted to dynamic content, large numbers of intersection tests reduce frame rates. Memory locality is crucial because GPUs and CPUs perform best when acceleration data fits cache. Work by Ingo Wald and colleagues demonstrates that optimized kernels and BVH layouts materially lower traversal overhead on CPUs, and the same principles apply to GPU implementations.
Mitigations and trade-offs
Hardware acceleration and hybrid rendering are the main strategies to keep ray tracing viable for interactive framerates. GPU vendors introduced dedicated ray-tracing units to accelerate bounding and intersection operations, while software techniques combine rasterized primary visibility with ray tracing for effects such as reflections and soft shadows. The Khronos Group led by Neil Trevett has standardized Vulkan extensions for ray tracing to enable portable implementations across vendors. These combined approaches reduce the number of rays the renderer must trace, shift high-cost work to specialized units, and permit modern denoisers to recover visual quality from fewer samples.
Consequences for development and players
The practical consequence is a trade-off between image fidelity and framerate. Developers must choose which effects merit ray-traced accuracy and where to rely on cheaper approximations. Techniques like temporal accumulation, resolution scaling, and neural upscaling reduce the apparent cost to players while preserving detail. Hardware differences across regions and platforms create cultural and economic ramifications: high-end ray tracing is more accessible to players with recent GPUs or current-generation consoles, while players on older systems may experience reduced performance or lower visual settings, influencing design decisions for global markets.
Environmental and territorial nuance
Ray tracing workloads increase power consumption compared with rasterization, which affects laptop battery life and the energy footprint of gaming rigs. For developers targeting consoles, built-in hardware support narrows the gap, but cross-platform releases must balance performance budgets to accommodate territories where lower-powered devices remain prevalent. Research and industry standards such as work from Ingo Wald at Intel and advocacy by Neil Trevett at Khronos Group show that continued improvements in acceleration structures, denoising, and API support will keep ray tracing an increasingly practical tool while developers manage the trade-offs between realism, performance, and accessibility.
Tech · Video Games
How does ray tracing affect game performance?
February 25, 2026· By Doubbit Editorial Team