it's a global visibility problem, unlike rasterization which is a mostly localized problem.
apart from all the updates and acceleration structures you have to do, you are also battling cache coherency during ray traversal, or as the saying goes: Primary rays cache, secondary trash.
apart from all the updates and acceleration structures you have to do, you are also battling cache coherency during ray traversal, or as the saying goes: Primary rays cache, secondary trash.