Turing RTX is not really orientated at end users. It's orientated at developers. Developers absolutely need hardware to run their code on, and unless Nvidia wants to try to somehow take half the AAA game industry in house, they have to release hardware for them. Likewise, the RTX announcement is aimed at developers, not end users. Nvidia needs to get *them* hyped so that they will actually target the hardware in the first place. There are also indie developers to think of, who tend to be the ones exploring novel techniques. They have to buy the hardware just like every one else - they don't get special channels with Nvidia like AAA developers do.
As for industry adoption, you already have things like Unreal Engine incorporating RTX/DXR. UE4 is pretty huge in the industry. And last time I checked, BF5 was a AAA game. But for ray tracing to really live up to its potential, we will have to wait for the next generation of engines to be built around it, but this will take *years* from now until completion of games using said engines. As it is, there are just too many bottlenecks in the way ray tracing and existing engines work. BF5 wasn't slow because of bad ray tracing hardware, it was slow because of all the extra work it had to do to accommodate a very intrusive system that the engine was not designed for. Consider that there was almost no performance difference between low quality DXR and ultra quality DXR, but that enabling either massively slowed down the entire system.
As for industry adoption, you already have things like Unreal Engine incorporating RTX/DXR. UE4 is pretty huge in the industry. And last time I checked, BF5 was a AAA game. But for ray tracing to really live up to its potential, we will have to wait for the next generation of engines to be built around it, but this will take *years* from now until completion of games using said engines. As it is, there are just too many bottlenecks in the way ray tracing and existing engines work. BF5 wasn't slow because of bad ray tracing hardware, it was slow because of all the extra work it had to do to accommodate a very intrusive system that the engine was not designed for. Consider that there was almost no performance difference between low quality DXR and ultra quality DXR, but that enabling either massively slowed down the entire system.