Both solutions have their pros and cons - same as the dedicated RT hardware debate, versus doing it all on compute. And the reason for the inclusion is the same. Not every game will need RTRT performance, so for those, RTRT hardware is a waste. But games that do need RTRT need it to be fast, and these will be the landmark, core console experiences, so for those you make the choice to include the RTRT hardware. Same I think with audio. Looking at Cerny's description, he wants audio to become immersive. Sure, not all games need that, but for those who do, you don't want a compromised experience undermining that target of being truly immersive. Committing to dedicated audio processors ensures your top-tier, landmark experiences provide the audio experience you want for your console. For games that don't need that, they'll just have a bit less compute to play with as a result.