The issue with this is that we're making a game first and foremost. So most users should be able to play the game at acceptable settings and acceptable visual quality/clarity. As a person who enjoys playing games, I'm yet to see how this RT push meaningfully benefits me as a consumer. All I see is developers saving money and improving their workflows while passing the costs onto me. It's just another way of trying to continue create slack to allow their wasteful spending and poor project management to continue. In an era where we're getting the smallest jumps in graphics hardware coupled with aggressive increases in price, it doesn't seem wise to shrink your TAM based on the hardware they have.How is graphics technology ever supposed to advance if you're stuck waiting for the hardware to be up to the task before trying it? You could very well easily argue that RT is as good as it is today because the hardware isn't up to the task. You hack solutions together until eventually the hardware is capable of doing so without it... then you move on to the next hacky solution.
As it stands right now, I can't think of any game where the presence of RT made it more fun or enjoyable to play. The best game in terms of RT implementation for me to date is Cyberpunk and the addition of PT did not even make it 1% more fun to play. In fact, I'd argue that there's an inverse relationship between the enjoyment I derive from a game and the more time they spend implementing RT. Avatar, Star wars Outlaws, Indiana Jones, Alan Wake 2 and Control are some of the most boring games I've ever played.
At the cost of visual clarity with poor upscaling algorithms upscaling from really low resolutions. But like you mentioned, you're ok with the tradeoffs. I am certainly not.And I think they've done such a good job of it in such a short time that people forget just how intensive ray /path tracing anything is.. The fact that we're getting not just old games rendered with Path Tracing, but brand new current gen games with AAA visuals.. It's absolutely insane.
It is being forced on users because developers are foregoing the use of tried and tested methods like SSR, with fall back perspective correct cube maps, planar reflections, etc. Now you either have to pick between low sampled RT with a high performance cost or really bad SSR and cubemap implementations for lower performance costs. The sad part about this is that instead of using the additional hardware resources to push the game design and visuals to be more expansive, it's instead being wasted of features that deliver very marginal impact. Most users can't even tell the differences because the hardware is not nearly powerful enough to ray trace at a level that would show significant differences. If you show an average user a game with baked gi and real time gi, most can't even tell the difference. So, when you look at it from that perspective, it's hard on the consumer side to justify the additional cost.Nothing is being forced on anyone. I think the speed at which things are progressing is just as it's supposed to be. 10-15 years from now will be insane.