So for interest's sake, there's been some deep diving into idtech8 and I think it'd be interesting to discuss. Haven't played Dark Ages yet (waiting for payday alas) but this should avoid major spoilers - it's a technical dive. id is driving into ray tracing as well but I think they're doing a better job of making it performant than Unreal or CDPR (who have... gone Unreal for Witcher 4 anyway lol... sigh.) But if id is pushing it, we know it's becoming a proper industry standard. They've always been good at knowing which way the wind blows and pushed their technical wizardry in that direction. And they'll probably help a lot more than Sweeney's crew in making it perform on low/midspec PCs. Give it 3 years and even a fairly weak rig will be running Dark Ages fine. id gets optimization. This isn't a "USE THIS ENGINE" thread but it is interesting to see what id is doing. It's for much smaller scales than Star Engine and a mostly single player game so the constraints are different, but we can definitely say it's among the current peak in terms of graphical fidelity. Anything you see in idtech8 that CIG might want to look into an implementation of? Happy with the current state of reflection and lighting in Star Citizen given it's more massive scale and additional client considerations? Or do you want to be able to see your crazed FOIP grin in the shiny reflection of your 300i's paintjob?