Hi there, Has anyone at CIG thought about raytraced hit detection yet? Doom: The Dark Ages is using it, and it feels genuinely revolutionary—not just a minor tweak. The tech replaces traditional projectile physics with actual ray tracing through the scene geometry. That means no more "faking it" with invisible collision boxes or laggy projectile desync in huge battles. Every bullet, every plasma bolt interacts with the actual rendered world in real time. This is the real argument for ray tracing that gets buried under the usual complaints. Too many players still see RT as "fancy reflections and a 50% FPS drop," then write it off. Path tracing and ray tracing aren't just visual candy. They're infrastructure for next-gen mechanics—especially for something like the Maelstrom armor system, where per-pixel material detection (armor plates, body armor, etc.) actually matters. Have you looked into this? :slightly_smiling_face: "So when you fire your weapon, the hit detection would be able to tell if you're hitting a pixel that is leather sitting next to a pixel that is metal," Billy continues. "Before ray tracing, we couldn't distinguish between two pixels very easily, and we would pick one or the other because the materials were too complex. Ray tracing can do this on a per-pixel basis and showcase if you're hitting metal or even something that's fur. It makes the game more immersive, and you get that direct feedback as the player." https://www.tweaktown.com/news/102563/doom-the-dark-ages-uses-ray-tracing-to-enhance-gameplay-not-just-visuals/index.html @bparry-cig