I don't need native 4k nor raytracing, just give me 1600-1800p and CBR to 4k, use the extra power for eye candies then finish off at stable 30fps and looking like that Rebirth demo. If Horizon 2's visuals could hit that mark then I'll be super content.
Because this is a in your face "holy shit next gen is here" moment no matter how you slice it.
But of course, if you can chuck in some raytracing while maintaining those asset quality, effects, scale, res, etc then by all means use raytracing. But I highly suspect it's really comes down to either one or another.
If you don't want any dynamic anything in your game, I think developers could pull this off. It's just massive front-loaded work resulting in big budgets for I/O streaming, memory footprint and big abuse of hard drive space.
I don't think you understand the importance of 4K or ray tracing when you say both are not needed. You need to understand textures and how they are presented.
First and foremost
a) 4K resolution
Textures sizes and our technology around it are based around powers of 2. So 4K textures are - 2^12, 8K - 2^13, and 16K - 2^14 respectively. These are the resolution sizes.
Our compute shaders are now responsible for building the mips for textures from mip 0 (LOD 0) which is the full 2^12 pixels you see working its way down to MIP 12, which is 2^0, which is 1 pixel. So each MIP removes a power of 2.
Noting this, each MIP level going up reduces the number of pixels you can visually see by 1/2.
So MIP 0 begins right infront of you, and it increases in MIPs the furthest you can see outwards until it gets below 2^0, so less than 1 pixel.
If you have a resolution that is not capable of presenting high resolution textures, then at LOD 0, you can only see at best your native resolution worth of pixels, and the drop off even at MIP 1 which is 2^11, you won't be able to see any discerning difference because the number of pixels is still higher than your screen resolution.
That means, at MIP 0 and MIP 1, I guess depending on how the texture is wrapped (4K is not a big texture if you're using 1 texture for the entire world), but for example a pot, chair or gun, you won't see any difference on a 4K texture.
Whereas someone with 4K resolution will see a massive difference all the way down.
At MIP 2, someone with 4K resolution will see what a 1080p person would see at MIP 0, but 4K is seeing it way much further out and so forth.
So if you want gorgeous landscapes, having 2 extra levels of discernable texture detail from further out is paramount to image quality.
Perhaps the only reason you haven't seen it, is because you haven't seen proper 4K with HDR coupled with large 4K textures, and so your attention is elsewhere, while my attention is how much detail can be seen.
b) 60 frames per second creates a significant amount of additional motion clarity you don't get with 30fps, and this helps stabilize all those small details you wont be able see in 4K.
c) Ray Tracing allows for what you see in rebirth, but dynamically. And dynamic will be the future of next gen, as this generation is all baked. We can bake all sorts of lighting and light maps, but it's not going to work as well as a completely dynamic image working together. So I think another 7 years of just pure static lighting with sub 4K resolution is going to really just extend the graphics we have today.
It seems to me though, what you seem most wowed by, is not graphics (from a technical perspective) but production level of graphics. You really love high production stuff.
And certainly high production stuff will be able to surpass low production stuff. Almost always, but once the technologies are working in harmony, ray tracing with high production levels, I don't think you're going to want to just throw away 4K and ray tracing. There's going to be a notable lift in graphics fidelity you can't make up on 1080p static baked lighting.
Having said that, most people need to find a way to separate technology from production values when it comes to graphics.
I think, if you're really serious about what SSD can do for graphics and gameplay, throwing away those massive textures by pairing them with super low resolution doesn't make a lot of sense.