Today's consumer grade RTRT seems like it's just a "oooh, shiny (and reflecty)" tech demo, rather than a feature set that stands above.
My gut tells me that real-time ray tracing hardware for the consumer segment is in such a stage of infancy that it will be at least another 5 years until it's matured enough to be *start* to be worthwhile. It's also going to take game engine devs a lot more time to modify existing or create new game engines that will render RTRT efficiently and realistically...and time on top of that for game devs to effectively implement the capabilities of those game engines.
Reminds me of when the first SM3.0 (DX9.0c) games emerged, which resulted in the biggest complaint being that all it did was make things look wet and shiny. But then it matured over the years while game devs really started to utilize it properly, and the results were great. Similar to DX12 and SM 6.x implementations over the years.
I'm going to anxiously follow the growth of Vulkan 1.2 (and beyond) to see how the very first games utilize it compared to games 2-5 years down the road, after the learning curve is climbed.
That being said, I say bring it on, nVidia, AMD, and Intel! The more competing wrenches thrown into the continued development of it, the better it will become in a lesser amount of time.