It always was the future. As i try to plan ahead, my plans included compatibility with RT. And my approach uses soem RT too. Just make clear i'm not the concept.
But you can not compare the current situation with the rise of T&L, pixel and vertex shaders, finally compute.
Becasue such comparison ignores that back then, Moores Law was well alive and kicking.
Now not anymore, so progress slows down. And we have to adapt to this stagnation, if we want to keep business as usual. And business was pretty good during last gen.
So teh simple question is, as i have asked on day one: Was it the right time to introduce HW RT, or did it came too early?
Does it more damage or good to games industry?
Was it even well thought, or did it lack necessary flexibility to allow progress in a time of HW stagnation?
From my perspective, all the answers are pretty clear.
all major studios, APIs, engines and games adopted ray tracing
Yes, but this does not strengthen your position, because:
I can still play all those AAA games with my Vega56 very well. They don't leave me behind or force me to upgrade. Becasue they are well aware about the situation.
From all thos games of your long list, i only consider Exodus, Control, and CP2077 to take full advantage of RT. The rest has just reflections, or just shadows... nothing exciting.
So the truth is, for neither of us the situation really is that bad. We can be both staisfied with what's the current state, considerung current circumstances.
RT is here, but it is still the future as well. It's adopted, but no revolution did happen.
We should stick at that, and let it grow - slowly - if needed.
It takes as long as it needs to take.
NV misusing and glorifying RT to push larger and more costly GPUs
hurts gaming, imo. And i hope they fall an their nose and this nonsense comes to an end. But that's just me and we will see.