Raytracing isn't just shadows, its much more. It can replace ENTIRE lighting systems, not just shadows. Look at Minecraft RTX, the games lighting behaves completely different from the normal version, it simulates bounce lighting, colored lighting, water caustics, and reflections across varying surface materials. That's coming from a "big" studio too. Seems to me you're too focused on the rather small aspects of raytracing to actually understand what it means for graphics. A game being hard to run ≠ graphically impressive, if anything, a game that looks graphically impressive while being good with resources is more of a game-changer than just having it looking pretty with no regard to performance, and targeting consoles means they'll have to go that direction. "Oh but how dare they make a good looking game on all platforms with decent performance!" This isn't like Obsidian having to cut a FONV's scale down magnitudes due to consoles, this is a developer taking on a challenge with regards to performance and visual fidelity. Work smart, not hard.