- Quake 3 raytraced (http://www.youtube.com/watch?v=bpNZt3yDXno),
- Quake 4 raytraced (http://www.youtube.com/watch?v=Y5GteH4q47s),
- Quake Wars raytraced (http://www.youtube.com/watch?v=mtHDSG2wNho) (there's a pattern in there somewhere),
- Outbound (http://igad.nhtv.nl/~bikker/projects.htm),
- Let there be light (http://www.youtube.com/watch?v=33yrCV25A14,
- the last Larrabee demo showing an extremely dull Quake Wars scene (a raytraced floating boat in a mountainous landscape, with some flying vehicles roaring over, Intel just showed a completely motionless scene, too afraid of revealing the low framerate when navigating)http://www.youtube.com/watch?v=b5TGA-IE85o,
- the Nvidia demo of the Bugatti at Siggraph 2008 (http://www.youtube.com/watch?v=BAZQlQ86IB4)
The video is imo a proof of concept of the feasibility of realtime pathtraced games: despite the low resolution, low framerate, low geometric complexity and the noise there is an undeniable beauty about the unified global lighting for static and dynamic objects. I like it very, very much. I think a Myst or Outbound-like game would be ideally suited to this technology: it's slow paced and you often hold still for inspecting the scene looking for clues (so it's very tolerant to low framerates) and it contains only a few dynamic objects. I can't wait to see the kind of games built with this technology. Photorealistic game graphics with dynamic high-quality global illumination for everything are just a major step closer to becoming reality.
it is because there is too much variance in lighting in this scene for the numbers of samples the frames take to integrate the rendering equation (8; typically 'nice' results starts at 100+ samples/per pixel). Therefore you get noise which (if they implemented their pathtracer correctly) is unbiased. Which means in turn that the amount of noise is proportional to the inverse of the square of number of samples. By averaging over 4 frames, they half the noise as long as the camera is not moving.
UPDATE2: Jacco Bikker uploaded a new, even more amazing video to youtube showing a rotating light globally illuminating the scene with path tracing in real-time at 14-18 fps (frame time: 55-70 ms)!
http://www.youtube.com/watch?v=Jm6hz2-gxZ0&playnext_from=TL&videos=ZkGZWOIKQV8
The frame averaging trick must have been used here too, because 6 samples per pixel cannot possibly give such good quality.