Good grief, that demo is unsettling. If I ever need to make something horror movie like, I’ll just watch techdemos for inspiration.
As for the topic, doubtlessly. Every programmer I hear anout pathtracing keeps mentioning how easy a decently written pathtracer is to maintain, because it doesn’t require all those annoying hacks like cubemapping, reflectionmapping, spherical harmonics and etcetera.
Though I think, right now we’re most likely going to see the first raytraced commercial game from an indie or experimental developer, made for the indie market. The graphics are good enough to let a good art team go wild with it, but if you would put it in a AAA game… Well, let’s say there’s going to be thousands of whiny gamers asking “why this game looks so grainy on my nice super-hd screens, what a waste of technology this is”.
Oh, and not to mention ‘games journalists’ who will give their ‘proffesional opinion’ that it looks shit.
If this hypothetical development team was smart, they’d frame the noise as a story element: You are exploring the gameworld through a rather dodgy camera.