We are moving our project to a cross-platform release on PS5, Xbox Series X, and PC. We want to implement Real-Time Ray Traced Reflections and Shadows, but the performance hit on consoles is making us second-guess. Should we use a hybrid approach with Screen Space Reflections, or is there a way to optimize the Bounding Volume Hierarchy (BVH) to make it viable at 1440p/60fps? Any advice on managing the ray budget would be great.
The question