Comment Different Constraints (Score 1) 145
Raytracing and rasterizing behave in memory differently, making the tradeoff between them less about processing and more about memory size. Rasterization and raytracing perform the same functions, but in a different order. Rasterization iterates over every triangle to see if it covers each pixel, and repeats that loop over every triangle for every pixel in the image. Raytracing iterates over every pixel, testing for intersection with each scene primitive.
The big difference is how memory is used in this process. Rasterizers can stream triangles in order very efficiently, while raytracers must have the entire scene in memory all at once. We've had more than enough computational capacity in GPUs to do reverse raytracing (perfect shadows and refractions, no support for global illumination, caustics, etcetera,) for more than a decade. Memory *size,* however, has only recently become great enough to support the same quality scene geometry that we're used to seeing from rasterized titles.