I don't mean to be rude but that means you either don't understand what RT is, don't understand what PhysX is, or both.
PhysX is cool but it's not super game changing, you can do similar stuff with Havok/etc. RT is the biggest advancement in GPU tech in probably the last 15 years, IIRC hardware T&L was prob the last game changer on this level. in 2-3 years from now every game coming out will have RT features, it will become a standard feature of all games just like T&L, AA, AF, 3D acceleration, etc.
Ray tracing isn't the biggest advancement in GPU tech in 15 years, largely because ray tracing began DECADES ago. Ray tracing was every single day since then about when would their be enough power to utilise it, nothing more or less. Year 1, 1 frame every 6 hours, year 3 one frame every 3 hours, etc, etc, etc... until we reach a point where 1 ray tracing frame can be done in 1/60th of a second and then it will be used everywhere. Ray tracing is really pretty simple as well, hence why it was easy to do decades ago, just slow. It's easy because it doesn't use tricks, and as such it's simple but exceptionally computationally heavy. Rasterisation started off simple and crap looking and gets more complex every year to introduce more quality using tricks, short cuts, work around to give you higher quality at a lower cost. Insane quality at insane cost was doable with ray tracing from decades ago and at some point it will become viable, but it's not an advance in gpu tech.
Essentially ray tracing will become the norm when the image quality improvements with normal rasterisation become so complex and so difficult to move forward that they actually take more power than ray tracing to achieve gains and thus ray tracing becomes 'cheaper'.
The strange thing here is, Nvidia has always had the ability to force their tech into games via developer relations and gameworks. It's not about developer help, it's simply we're paying you to put gameworks in. It very much makes you think that DLSS has a major quality or functionality issue. If it 'just worked' and they are paying games to be gameworks then it would be in there imo, that it's not indicates something Nvidia side preventing it being enable/utilised till they fix it.
It's strange, upscaling an image was always frowned upon, but it still makes sense to get a higher fps at full 4k on a screen and preventing a screen upscaling the image or a 'less good' algorithm within the Nvidia driver upscaling the image from say 1440p to 4k. Upscaling has it's places and works well on consoles (well enough), but to paint it as an uber new image quality option when really it's a performance cheat lower quality option was really, lets say, disingenuous. 4k DLSS will almost certainly look less good than 4k native, but if it looks better than 1440p and performs better than straight 4k then it can definitely work for people as said. The real question would be how good will the image actually be, because you suspect it will be a little blurry and washed out in reality. A compromise you accept just to get a solid 30fps on a console, but one I wouldn't make on a PC especially sitting closer to a screen.
back to RT, I've been saying it for years. It was the holy grail because 25 years ago the difference between rasterisation then and ray tracing was night and day. Today the difference is drastically smaller due to the complexity of rasterisation. Even those BF5 reflections, in static shots they look nice, but in reality while playing those reflections are something you barely notice as you aren't just focusing on puddles and windows but playing the game. Making far lower quality reflections gives almost exactly the same feel when actually playing the game and costs so much less performance.
When the power is there to use it everywhere fine, but while it's not, I'm in no way fussed about it.