It just works? Maybe, after lots of efforts.
The question is not whether it just works, but rather whether it's faster / easier to maintain and debug / and more universal solution than all the technics it replaces -
clustered shading /
arbitrary primitive shapes for light sources with linearly transformed cosines / AO / shadow maps / diffuse shadows / contact shadows, etc, etc.
And it does look way more promising than tons of independent hacks under this angle.
I can't think of other game which would use them in such quantity and quality
I love Insomniacs and I had a great pleasure finishing both Spider-Mans on PS5 with RT, but there are some quite obvious tweaks they've made to make it look shinier and better.
They have tuned roughness for many materials by a lot so that there are way more smooth surfaces than what one may expect to see in real world, this highly biases their materials towards unrealistically shiny and polished materials.
Luckily they perfectly knew that and added non reflective dirt / scratches textures layers to materials to make them look somewhat more realistic.
Still there are tons of scenes, which would have benefited from a higher roughness cutoff.
RT in Spider-Man was tweaked to make it as obvious to spot as possible (but not realistic imo) and that's OK, but some people might prefer the more realistic look of materials in WDL with specular occlusion and way higher roughtness cutoff.
And only Cyberpunk features the best of too worlds - tons of shiny and fully mirror surfaces, complex materials, specular occlusion and no roughness cutoff at all to my surprise (so reflections work for all materials in the game).