RT can potentially lower the development cost for lighting in games.
However, it comes at the cost that developers have to be very very careful in how they use it. I think what we're seeing more and more of now is developers thinking they can just move to RT and it'll solve some development issues only to find out that RT + large worlds + complex geometry = a nightmare issue that they have to figure out how to solve.
If you have relatively simple geometry (Cyberpunk 2077, for example) with generally low visibility distance (again Cyberpunk 2077 with buildings generally limiting how far you can see) then it's certainly far easier to implement without it causing significant issues.
So, if you just implement it without figuring out how to work around RT's current hardware limitations, then developers are just asking for poor performance in their games.
We're at a crossroads where RT needs highly complex and dense geometry to really good, but performance takes a nosedive in that case. OTOH, highly complex geometry needs RT to really look good, but introduce hardware RT and performance takes a nosedive.
Regards,
SB