Update Shader Model to Implement SER/OMM for Ray and Path Tracing

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There's a thread here with more detail, but basically, Microsoft officially released Agility SDK 1.619 and Shader Model 6.9 for Windows, so having the "new" feature set of Shader Execution Reordering and Opacity Micromaps added into the game, as was talked about by CDPR a few years back when the tech was in testing, would be a great performance uplift for ray-tracing/path-tracing. Figured it would make sense to have a thread about this in the PC technical section.

Additionally, for path tracing, an option to have the scene fully trace primary/true path rays instead of running it through raster like all path tracing games currently do would provide possible visual improvements while also giving path tracing greater scalability on future hardware, now that the hardware is fully capable of it with the same performance as raster.
This is talked about for a few minutes at 59:19 in this Digital Foundry video.
 
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