> Saying they should build a vulkan renderer and a ray tracing renderer is a much different statement than what I was understanding
Raytracing is an extension on Vulkan. I don't understand what you are trying to say. I am not talking about CPU raytracers.
> Additionally there's a ton of risk in betting on full ray tracing in several years.
They are not commercial, so the risk is minimal. That is why Godot is such a good place for that.
> Unity going guns blazing on new shit and having things be broken all the time is a huge reason why I switched to Godot in the first place.
That is true and it is why most games avoid updating Unity if possible. But I feel if Godot had so many features, it would have the same problem too (or worse, given less manpower).
> the community can work on a ray tracing renderer
Juan is the one with financial support. Most people cannot afford to take on a research-heavy, multi-year project on their own.
Nevertheless, RenderingDevice sounds great for research projects and academia!