jason doesn't even seem to understand what raytracing is. it's not about blurry shadows, it's about all lighting contributing to the scene. you shoot a ray per pixel and then figure out all the light contributions for that pixel.
even past that, his lighting solution isn't even competent. see post in reply for other screenshots. there's no bounce lighting, shadows are still incorrect (look at the right part of the shadow. it's not supposed to fade out like that), no accurate penumbra/anteumbra calculations, something that was solved YEARS ago (
link).
his solution is literally equivalent to drawing a couple of white polys with some transparency and calling that raytracing.
and even if he's talking about raytracing as in his lighting solution traces lines from point a to point b, the og doom also technically raytraced everything with no hw-acceleration and ran on 386s. his game can't even do that.
if you look at the example below his super duper advanced algorithm doesn't even account for basic shit. look below at the main character, the shadow of the window bar isn't even properly projected on the character and the character's shadow looks like shit.
just changing the color of ambient lighting when there's a lighting strike. drawing a gradient so that the part further away from the window is less lit (how it should look) is too advanced i guess.