- "technology advances" - but RT is still not worth the massive performance impact. Good baked lighting can still look just as good. Prior graphical tech enhancements like SSAO, tessellation, etc didn't have nearly as drastic a performance hit AND were features that can be turned on and off
- "RT helps dev teams light the environments faster and saves huge amounts of time vs rendering all the baked lighting" - yet, game dev cycles are taking 3-4x what they did 2 gens ago? Doesn't seem like it's netting any advantage in dev time, and games that still use baked lighting aren't taking longer
- "RT is 5+ years old now! You should all have RT capable hardware!" - not only is this a shitty, privileged argument generally but it's moot when all 3 consoles on the market today either can't run RT (Switch) or also get absolute dogshit performance. Sony fucking admitted that like 70% of people chose performance modes on base PS5. These modes usually disabled RT lighting to get 60 fps
Item 2 is a sticking point for your arguments, and it's clear you don't really understand what's happening in the development landscape. id, the creators of Doom: The Age Ages, explained that moving to fully real-time lighting via ray tracing eliminated the need for baking completely - not just in lighting, but in numerous effects as well. This saved approximately two years of development. So, instead of needing the standard seven years for a AAA game, DTDA took around five. That's a massive saving. There's a reason many developers shifted to Unreal Engine 5: it's real-time lighting model is "good enough" that they don't need to rely on heavily baked lighting and effects. Saving two years of development can be the difference between shipping your game and going out of business, so even though UE5 is garbage performance wise, that's a tradeoff they're happy to make.
Games that still use the baked approach to its lighting and effects are self-evidently taking longer - you're just falling afoul of the survivor bias, by only noting the games that have already released... which already took seven years to make. Notice people complaining about a lack of next gen games, lack of Sony delivering first party, etc. That's because a good amount of developers are only using ray tracing for reflections, or to speed up probe look ups. They're still baking most of their lighting and effects work, so their development schedules have ballooned again this generation - meaning many of them will only release one game this generation, right as it winds down.
Your third point is pretty funny given that id delivered real time ray traced lighting at 60FPS on every console - including the Series S. Other games like Metro Exodus show that RT is perfectly useable on current hardware at good frame rates - but it's down to the developers to actually make it work. And frankly, most developers simply aren't good enough.
More on topic, back in the day id lived on the bleeding edge. Their games often coincided with the release of new hardware that demanded users upgrade just to play their games. RT-capabable hardware released seven years ago, and current-gen consoles released five years ago. Bitch about progression if you want, but you forfeit the right to complain about anything technology related if you honestly believe developers should lag nearly a decade behind. As far as I'm concerned, mandatory RT should have arrived with the current generation of consoles, to save us from garbage like UE5's software lumen ruining an entire generation of video games.