All this is tangent to my message. Blackboxing data structures has nothing to do with hardware, how it evolves, or which problems it addresses.
It is the first time GPUs use complex data structures like BVH at all. So there is no history here we could look back at.
RT is not the same as rasterization. We talk about a paradigm shift, something entirely new, requiring to traverse trees. Rasterization is brute force O(1) and simple, RT is work efficient O(log n) and more complex.
Yes RT is more complex than rasterization just like 3D was more complex than 2D. It doesn’t change the fundamental dynamic that narrowly focused hardware provides the necessary performance to enable new features which then evolve over time and gain more flexibility.
Until someone actually demonstrates how additional flexibility on the consoles makes up for lack of raw speed it’s all hand wavy speculation. For all we know the more programmable RT paths on current consoles are even slower than brute forcing it.