Agreed! Though in part I find that this is because simply trying to brute force raytracing, as devs are trying to do now, is just not a win at all. Good lighting is really important, but it needs to make use of the fancy PBR shader pipelines that cropped up this last generation, often needs to emulate multiple spatial bounces and proper area lighting and etc. etc. In order to get RT to run in realtime, all that stuff is often just tossed out the window and there's some all too often noisy and ghosting smooth reflections thrown at your face or somesuch. Even Metro EE only looks good at max settings 4k, and still has failure cases there. Some sort of change, a hybrid pipeline like UE5 is at least trying to do or other clever techniques that have come before, might be needed to get more realtime lighting to look good in all occasions.