I doubt this aspect.
There's a lot of confusion on what RT can accomplish vs what voxel GI can accomplish. One is an entire system of ray tracing methods that can be employed to do a variety of graphical and suitable for audio effects that bring us much closer to realism. The other is just GI, and voxel GI, aside from it's performance and depending on how it's implemented can range from worse to absolutely inferior to ray traced global illumination.
There's no value in having all this computational power, if all that is being done is to fake RT. You may as well just build the hardware to RT and get what you want from it. I don't see where this argument is going, the industry, now that it's embarked towards ray tracing, will never go back. Doubling down on rasterization doesn't make a lot of sense when the platform holders (Sony and MS) are the ones in control of their own platforms.
You're not going to get a 20TF chip in a console ever. Even if you did, when it comes down to applications, Turing was whooping the DXG in ray traced applications.