Earlier quoted context omitted.
I'm not convinced. We have "hyper" and "lightning" diffusion models that run 1-4 steps and are pretty quick on consumer hardware. I really have no idea which would be quicker with some optimizations and hardware tailored for the use-case.
The hard part is keeping everything coherent over time in a dynamic scene with a dynamic camera. Hallucinating vaguely plausible lighting may be adequate for a still image, but not so much in a game if you hallucinate shadows or reflections of off-screen objects that aren't really there, or "forget" that off-screen objects exist, or invent light sources that make no sense in context. The main benefit of raytracing in…
Also, that new Google paper where it generates entire games from a single image has up to 60 seconds of 'memory' I think they said, so I don't think the "forgetting" is actually that big of a problem since we can refresh the memory with a properly rendered image at least every that often.
I'm just spitballing here though, I think all of Unreal 5.4 or 5.5 has put this into practice already with their new lighting system.