We don't get what we need, that is first and foremost solutions for unsolved problems in primary casts (area integrals). It's bad to propose an algorithm to end-users which is so processing-hungry that it devours the money-pockets of generations of consumers to come. Maybe you heard of Jevon's paradox. The technological advance in this case isn't used to allow better algorithms run faster (or become practical), it's used to run more of the inferiour algorithms. Fixed function stuff has the ability to be much higher speed and much more energy efficient, please Nvidia, just give us some generalized FF compute stuff for notorious real-world problems. Look at the math and the code, generalize it, pick the winner, and ship it. Raytracing ain't that IMHO.
Exactly. What i criticize about current RT HW and API is mainly the black boxed BVH traversal. I would prefer an programmable approach, so this can be used for other tasks than RT, and adapted to other rendering algorithms than RT as well. Examples would be broadphase collision detection or point based GI methods. Have fun implementing your own BVH in compute even on GTX 20X0 if you want to do something like that. Result: Two BVH implementations, in software and hardware running on one chip. It just makes no sense.
As it is now, it's primarily to the advantage of NV, not to ours. It opens up new possibilities, yes. But it locks a lot of others by reducing chip area for more flexible GPGPU.
Personally i hope AMD and Intel won't follow and implement RT on top of compute. On the long run this would result and better hardware and software.