- Soft shadows work in WebGL fairly well using PCSS: https://clara.io/player/v2/8f49e7c3-7c5e-43f0-a09c-33a55bb1b...
- Translucency can be faked effectively using a few different methods. https://clara.io/view/5c7d28c0-91d7-4432-a131-3e6fd657a042
- Screen space ambient occlusion, if using SAO, is amazing. SAO test: https://clara.io/view/2e1637a7-a41d-4832-923a-e6227d1ebaaa
- Screen space reflections also work. Our reflections are this: https://clara.io/player/v2/b55f695a-8f4a-4ab0-b575-88e3df8cd...
- Fast high quality depth of field: https://clara.io/player/v2/ce7d91ed-1163-4cbc-b842-929adc4ef...
- Real-time global illumination: https://www.siliconstudio.co.jp/middleware/enlighten/en/
So while I think that Raytracing is awesome, it generally will not increase existing real-time render quality that much. My experience with the game industry, even if you have a better way of doing things, if it takes more CPU/GPU cycles that a hack that achieves basically the same quality, it will not be adopted. It is that simple.