Nah... The PS5 has a very different RT solution compared to what is implemented in DXR. Even the Xbox has an upgraded pipeline. So, hibrid RT will be the way to go in the future, but the current hardwares will be paperweights with the new consoles. They don't support the new pipeline, because the hardware designed aroud a fixed function unit, and it's need to be redesigned, to support the changes.
I think we need to wait two more generations to get a clean pipeline, and that might allow good upgradeability. Until then every new DXR version will require new hardwares.
There are three problems with the actual implementation.
- It's not support the 32-bit snorm format, because the fixed function hardware is not designed around it. This is a huge limitation, and it can sacrifice the performance and the memory too much, and the supported 32-bit float format don't gives you really better results.
- The used acceleration structures are not public, so it could result extremely wild performance variations depending on the scenes. This needs to be solved.
- The ray traversal stage is extremely limited. It should be programable.
There are other smaller problems, so I think the consoles will give some good basics, but on the PC, these can't be fixed without hardware changes.
I personally thinks that hibrid RT will be mainstream about 5-6 years from now. But not sooner.