Yeah, in what resolution though? 4k was always a killer of any high end GPUs - this is what dlss solved for many years now. RT did not change anything here. 1440p is very comfortable even with DLAA.
Now, optimisation means different things to different people - too me it was always the case that top ultra details are reserved for current top or even coming generations only. That's been the case in games since I remember and it's trivial to murder FPS on fastest possible GPU by just increasing number of rays for example - you won't see much of a visual difference but it will kill FPS. That's not a problem with optimisation, that is intended by devs. Optimization issues I see as game not using all resources properly and then on low deals working badly. Fur example Wukong, Hellblade 2 etc. do not exhibit any of such, issues hence look very well optimised to me as is. Stutterfest of some older games was a real problem to be as even on my GPU I couldn't do anything about it, irrelevant of settings.
As I said, they already went for all low hanging fruits they could, as is relatively easy to see by reading their papers. We have upscaling, we have AI regenerating details, we have already highly optimized ray calculations, frame generation to that, etc. I've not seen anything else on their list they could do now aside brute force or inventing new math. The latter being very difficult, so brute force it is - more cores and more power use and likely more generative AI. And with that likely higher prices too. More for more is what I expect them to do - not the progress that I desire to see.