Clearly it's a work in progress, it doesn't even properly pick up torches as light sources. And much like Q2RTX this is going to be a problem as old games have lots and lots of "fake" lights placed all around the level to fake light bounces/propagation which shouldn't be included in physically correct circumstances. Basically to make it work, the guy would have to comb each and every level manually and flag which lights should be visible to the path tracer.
Would love to see the Mirror's Edge games with RT. With its simple geometry and DLSS, the first title might even run fully path traced on Turing/Ampere cards. For the newer title, RT like in DL2 should work great (without distance limitation for reflections in skyscraper windows).
I can't believe this game never gotten sequel on the same engine back then. Enemy Territory doesn't count. That said, for now the original lighting still looks better. This RT lighting seems to wash out textures as well.
They are same textures, without PBR compatible textures/materials they won't look right since you're trying to apply physically accurate lighting to materials which do not respond accurately to it.
Neat, looking forward to final result! Game I'd love to see RT'd : Doom 3. It readily uses unified lighting / shadowing plus I believe RT would also naturally cure the overt darkness. Doom 3 lighting is extremely direct only, so RT with light bounces / indirect lighting would be very neat to see.