I too like RT. A lot actually, and especially Path Tracing which is like the ultimate dream and final destination of real time rendering.
It is just not worth the cost most of the time, at least on consoles. Even though I find some RT to be almost necessary, like RT reflections because SSR just suck so bad (they suck less when well implemented and in conjunction with perfectly placed cubemaps):
And whatever the hell obscure solution ND is using for the Ellie reflection in that pool:
Or for all their reflective mirrors, but they still suck for vast majority of teams that aren't the ND of the industry.
And RT shadows because they also often suck so bad and the only alternative to truly realistic shadows is PCSS, which is also heavy and only implemented in console games I can count on one hand.
RT GI is completely useless in static time of day games as you can simulate perfectly both GI bounce (and doing it much better than RT + denoise possible on consoles and most PCs) and occlude the bounce in many ways like capsule AO ND uses perfectly. It's a different story with dynamic time of day, there it's maybe the most important feature, but also extremely taxing and has been convingly simulated even in PS3 games like GTA V, so..
And RT AO I would never be able to tell the difference without side by side from a good HBAO+, and at times would even visually prefer an
artifact free SSAO which appeared in many console games from most talented devs.
RT is the future, it's just simply sure as shit not worth it when it means I have to play at PS3-like internal resolutions and framerate.
Believe it or not, there's like a dozen users here on GAF in the "Graphical Fidelity I Expect This Gen" who believe points should be detracted from ND games for not using Ray Tracing.
On the same hardware where they already successfully simulate every RT feature possible on that hardware, but at four times the resolution and twice the framerate actual RT would require. At least to achieve similar results without noise/artifacts.