Not a shitstorm against NV, just tempering expectations about viable RT for the next console generation at...this is the most important part...at console price points. At the end of the day, it's still about games and gameplay feeling good. Can RT be had at console price points (meaning the GPU silicon used in a SOC or MCM or component will likely have to cost south of 150-200 USD, 200 being fairly extravagent) while still being fluid and responsive and offering a significantly improved visual IQ over rasterization only rendering?
NV has certainly gotten the ball rolling more than PowerVR did, but that has more to do with NV playing in a space that is more conducive to adopting RT (PC) than PowerVR (mobile).
I do sometimes wonder how things would have gone, had PowerVR still been a player in the PC graphics space. Ah well.
Also, discussions about whether blackbox, inflexible RT as done in RTX will end up holding back RT rendering more than helping it by reducing the amount of work done with alternative game centric algorithms. Something offline rendering for the past few decades hasn't had to think about. Hence, whether it's appropriate for the next gen consoles versus a more flexible, general, and potentially slower RT solution.
Ergo, many of us thinking that NV's future consumer GPUs that accelerate RT will try to do away with fixed function black box RT specific hardware. And that part is the one that is truly worth getting excited about, IMO. Alternatively a bleaker future is one where there is no significant progress in silicon nodes and no viable alternative is found leading to a future of increasingly fixed function hardware that doesn't allow for creative rendering like we've had since the X360/PS3 generation.
I don't think anyone is against RT. Most here are likely eagerly wanting RT in the future. But at what cost (monetarily and algorithmically)? And in what form? Either intermediate, or long term.
Regards,
SB