Ray tracing has largely been a gimmick, on which much hardware and marketing effort have been spent. Then, analogously to how software grew flabby in the years of cheap RAM, games became unoptimised, shifting the burden onto the consumer at runtime. So upside-down did things become that the world slowly accepted that games could be run at a lower resolution but resized to fit the native one. Upscaling became an accepted feature, adding to the feedback loop of unoptimised games. Now, it has evolved into made-up rendering.I think a lot of that has to do with games that ask you to have some of the features only available on these for what ends up being a shallow experience. We have games that are designed more by a marketing team than people designing an experience for players. In order for those cards to provide value there have to be games that need them that make it worth paying that money to play them. NV tried to make their software stack what gave their cards value when people really just wanted more raw horsepower. To borrow a car term "there is no replacement for displacement". People still want cards that are simply more powerful but they also want games that make paying for more power worth it.