Can developers just use intersection shaders to test against curve primitives?
Yes but it would be quite slower than hardware accelerated triangle intersection.
Apparently, Nvidia HW implements motion blurred AABBs to support per-query customizable search radii for arbitrary primitives described in this patent ...
Vendors would likely have to implement HW support for ray traced moving geometry in the acceleration structure first but I'm not sure if other vendors would recognize the merit of ray traced motion blur effects for extending curved primitives ...
Interesting patent. It seems to leverage box intersection hardware though which we already know is possible for non-triangle geometry. I was referring to hardware accelerated curve primitive intersection.