Bad over simplification would be to claim ray tracing just works from artist POV and onus is on developers to make it fast and good quality. In traditional approach onus is on artists to tweak until things are good and have some "hacks" included to avoid things like light bleeding where it should not. This tweaking is time consuming(==expensive) and not every level/game has same level of polish.
The thing is though that for the foreseeable future you
cannot build a game assuming that all targets support RT in a performant way. Meaning supporting RT is just extra work.
In a recent tweet Sebbbi expressed as much joy as I've ever seen his Finnish soul allow, over the improvements IcyLake (Intels not yet released 10nm laptop chip) bring to their integrated graphics.
That is what multiplatform games need to run on. And it bears remembering that it will take half a decade at least before that level of performance has gained a wide penetration in laptops.
What a percent of the gaming community has access to on certain high end discrete graphics cards just doesn't matter. Tech sites and Tech forums are starved for excitement in todays computer market, and will gush over anything that comes along, egged on by any party that has an interest in the sales of new hardware (all retailers, all that live off retailer advertising, manufacturers, and so on).
But software publishers want to sell their product to anyone who might enjoy the game.
Efficiency is critical in the overwhelmingly dominant part of the market. It saves die area, money, power and so on, and that pressure won't go away. On the contrary, with the migration towards mobile entertainment and the slowing of lithographic progress, that will be reinforced. Dedicating die area to a very specific approch to dealing with a part of the lighting, an approach that additionally is valid for only a part of the adressable software market simply seems like a bad idea.
Practicality matters. The unwashed masses that actually buy games matter.
It
may be that someone in the future comes up with a way to do ray and path tracing faster than the alternative methods, but then seriously bright people have been working on that problem for decades already in the film production industry. so holding ones breath is not a good idea.
As far as I can see, unless the upcoming consoles make RT performant enough to be the default method of choice, RTRT is just something graphics card vendors can push as a feature checkbox to entice upgraders, with little impact on the gaming industry as a whole.
It can still be a success for Nvidia for those who want to use that vocabulary, if they gain support for their features in important rendering packages. Maybe that's the real reason it's there in the first place. And it's cool tech. But...
(Personally, I'd like to see the lowest common denominator bar raised. LPDDR5 support, and/or integrated graphics supported by fast on package memory, and so on. Mobile moves faster than portable PCs and is replaced more often so is less of a problem.
Increasing rendering efficiency as opposed to introducing very costly methods. Getting more people on board.)
Quoting Niels Bohr though, making predictions is difficult, particularly about the future.