Thinking about this a bit more, and while I don't know enough about ray tracing, but I do wonder:
what's the breadth of RT functions covered by the API, and can we glean from that information some idea of hardware-related requirements? Like to do so and so, some grunt is needed here, some there.
Does it raise the floor on raw GPU grunt? Does it establish a floor on CPU grunt? Etc. etc.
Or is the whole thing by nature sufficiently scaleable such that, no, we can't really infer lower bounds?
Some RT related things are offloaded to the CPU, so a competent enough CPU seems to be needed for RT. Though it happens pretty fast anyway.
With RT, there’s still the requirement of having to have a fast enough raster to the RT, once the RT cores do their job the shaders have to draw on the screen right? This would also apply to the CPU technically, the RT perf is also dependent on how well the CPU can keep up to give the GPU sufficient enough data to do its job.
There is definitely a lower bound for the GPU and the CPU, but I’m afraid I cannot answer what said lower bound is because this is a video game console that can go out of spec and have unique optimizations done for it that are not present on PCs.
Thing to keep in mind is that RT is the process of using physics to simulate light, the properties associated with it, and how light behaves in the real world but applied to a virtual world.
To do this, the GPU makers that push the industry opted to uses dedicated Ray Tracing hardware to offload this computationally expensive task to those specialized cores rather than do it all on the shaders. It isn’t that they can’t do it software-based though, as evident by the Crysis on the switch using a software based RT.
Performance is dependent on what the dev in mind has and how achievable it is.
there’s a benefit here though, and this is off-topic to what you’re saying, but the benefit of being hardware dedicated for ray tracing is that it is hardware that is in essence dedicated to physics calculations. And this makes me wonder if they can offload some physics calculations that the CPU would do to a ray tracing core to assist in the process and alleviate the stress that the CPU has to do.