No space game ever has delivered the scope that SC has promised. Dreams and promises don't count. What is your point?
That other developers have the good sense to work within the physical and software limitations.
How to put it simply?
CIG is "trying" to create the Holy Grail of game development. They are trying to create an entire world...an entire universe...with its own look and feel and rules.
I applaud them for that. That's part of what makes Star Citizen so appealing. Here is Chris Roberts...a legendary developer....creator of Freelancer and Wing Commander....and he has a dream.
But they are pretending that dream can be realised. It can't.
Creating a universe is what games developers do. Star Citizens scope is no greater than that of any other game. The key issue is gameplay and game mechanics...and if those are in place, they'd work just as well within a city as they would on a planet.
Considering this is a PC game, the exact rendering budget would depend on what hardware the end user has. So they would have to deliver multiple levels of detail in any case, if they want any sort of scalability.
That isn't the point.
Any CPU only has a certain number of processing cycles. These are used to perform calculations and tasks on a PC.
If CIG were to implement this or ANY new tech in the game, it needs to know two things. First...the CPU cycles the new technology will require. Most importantly, it needs to know the CPU cycles it has already spent out of its budget.
In CIGs case....it cannot know the budget because the basic criteria for the game have not been set. CIG cannot even tell us how many players it is designing its instances to hold because it hasn't decided yet. How many players per instance will affect the quality of the graphics...more ships and players means more pixels to move. It will affect network traffic....more players and ships means more information of interest to send to other players. How many players per instance will affect server resources...more players and ships means an exponential increase in potential interactions which the servers need to calculate and then react to.
And so on.
Without knowing the basic criteria for the game, without knowing the likely impact on performance, the best CIG can do is add the technology and see how it affects performance, to see how it impacts the game. And quite possibly, depending on how their assets have been created, they'd have to spend a huge amount of resources reworking those assets to take best advantage of the technology.
And that is something CIG would do because keeping the ships looking good is the one thing they seem to be doing. Even when they shouldn't be.
CIG said it themselves. SC is not following standard development practises and keeping what is a PREALPHA playable and polished and optimised is eating up a huge amount of resources simply to keep it playable and polished and optimised.
This, instead of game development.
In short....CIG should have SOME idea of their rendering budget. Both of what they have for minimum, recommended, expected and maximum speed. They can use that budget to determine if they have the freedom to add stuff like RTX.
But...they can't have an idea of their budget because their basic specs haven't been nailed down so they don't know what their required usage will be.
So the only way they can see if RTX will work is to implement it and toss it if it doesn't work.