And these "all-or-nothing", "it's not as performant as the traditional path so it shouldn't even exist" arguments are just garbage.
I don't see customer feedback telling me the feature is not yet convincing as 'garbage'. Instead depicting them as hysteric fools and ignoring them, we better try to improve RT so they are happy with it's win to cost ratio. Claiming self appointed expertise won't convince anybody.
Telling them to turn RT off is no solution but just ignorant, and pointing towards evolving hardware is just committing incompetence. Sorry i'm not impressed from your arguments, note i'm assuming developers would communicate it somehow this way which would be very bad.
So, beside my critique on API limitations, there also is the question on how to use RT to get most benefit.
To me, it diverges in 3 groups:
* Full RT lighting, all dynamic, GI + reflections + shadows: Exodus is the only example (ignoring Minecraft or Quake). IMO that's impressive, something new and worth the high perf. cost.
* Many effects: Control, CP 2077. GI still mostly static. IMO looks better, but not really enough to be worth the cost. I'm totally not convinced and would indeed turn off RT after checking it out.
* Single effect: Eternal or CoD. Just reflections or soft shadows. Hit on perf. is small. IMO that's good and i would happily enjoy RT in those titles.
Then we've had some mediocre titles like Godfall or RE8. I only mention them to say i do not count them to the third category. Guess we all agree that's not what we want.
To me it's interesting i have this 'valley of disappointment' in the middle. And this second category is also most commonly used. Thus my overall feeling about RT in games so far is disappointment, although it would not have to be. (Really meaning just the visual results, not the API stuff).
I guess my opinion is a minority here? Reaction on Control / CP was overall very positive, and i can relate. But after looking back it feels like: 'Bolt on too much, not really getting the best from both worlds.'