They can't, it seems. Too many architectural changes, it was said - which is a crying shame, in my opinion. It complicates the transition for veterans, and limits the flexibility of Lightwave as an all-purpose render tool. The old render engine is still quite outstanding for a lot of work, in particular for animation. The path tracer: not so much at this point. In a year or two it will have improved, hopefully.
The older render engine kept me bound to Lightwave for a long time. The new path tracer, while it has potential, is unfinished and simply can't compete with what is currently available. The old render engine has unique advantages which sets it apart from all the path tracers in the market. LW 2018 lost that advantage - just one more in a long list of path tracers. And one without a GPU option, which is BAD. No other way stating this.
The lack of GPU support is a mistake. Not sure if NT devs will be able to remedy this - programmers are hard to find for GPU render coding, and harder to hold on to. Aside from this, the render engine code must be rewritten from scratch for GPU rendering, so I don't see this happen - might in a year or four, but probably never. And established path tracers have been adding or are in the process of adding simultaneous hybrid GPU/CPU rendering.
LW 2018's new path tracer lacks a number of features, is still unfinished, and the lack of GPU support make it a somewhat lackluster proposition. At this point I still feel the 'old' Lightwave render engine stands out more as a competitive render engine for production work.
I still don't understand the need for NT to re-invent the wheel. Cycles or ProRender could have been integrated instead. But hey, time will tell.
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