It is sort of neutral on render time for the most part.
In time, I am sure we will be in a raytraced future if GPU trends continue.
It’s about the wholesale switch to a fully path-traced framework with a consistent mathematical foundation as opposed to the layered system of hacks and chained prepasses that prevailed in the early 2000’s
That's why I'm saying the combination of PBR and tracing is a huge productivity boon to both sides, art and tech. It has a performance cost, but if/when hardware can pay that cost in real time, games absolutely will use it.
If the ray tracing can be done at or around 1 ray per pixel or less using a network trained to do merge information over multiple frames and upscale we could probably get away with less. Maybe more if we can feed in a depth map, velocity map and a flat shader less rendering or other information to help guide the DNN.
Might even end up faster than current raster renders.
See https://www.chaosgroup.com/blog/experiments-with-v-ray-next-...
Also, many modern games have been hitting 60fps at 4k on mid-high tier cards for years - you can hit 60 at 4k with reasonable quality settings in a game like MGS5 or GTA5 on a single 970. If you get a 1080 way more stuff runs great, even at higher settings.
Many modern games have an internal resolution slider as well, so you can set the internal resolution to 80 or 90% and still get your UI rendered at full 4K resolution. If the game has temporal anti-aliasing the difference tends to be hard to spot.
Finally, if you've got a freesync or gsync monitor, a few dips down to 50fps at 4k aren't going to be super noticeable, and the games look great. :)
Which has been said since earl6 2000. But the question is, when? Or if it will ever come?
If you look at road maps we surely dont have that in next 5 years, even unlikely in 10.
PBR about having maps that are easy to understand through physical analogy, and simplifying the workflow so that it's mostly shared across render engines, applications and pipelines. It's about the ability to create texture in Mari or Substance, which use rasterizing engines, and seeing the final render in Arnold look nearly identical.
[1] http://research.nvidia.com/sites/default/files/publications/...
Not only that, but they compare everything with "1 sample per pixel" knowing that the SURE filter uses per pixel statistics of variance that require more than one sample per to start working.
Physically Based Rendering has become the dominant approach in VFX because it's a huge simplification and productivity boost. Integrating tons of special purpose hacks into one renderer isn't just hard for the renderer devs, the control parameters exposed to artists become an absolute nightmare. Combing the PBR perspective with raytracing greatly simplifies both sides of this.
Not every game is trying to be the next Far Cry. Ray tracing will be adopted by teams that value that unification and simplification over getting the very last bit of performance possible by a pile of hacks. As the hardware improves, which still seems likely, we'll see the balance point of who makes that call shift in favor of tracing IMO.