That’s not necessarily true. I want my gaming to just work, and that’s not the case in Windows. It’s becoming less the case with console gaming, but I can still be confident that when I buy a game for my PlayStation it’ll actually boot, I won’t need to use third-party software for controller support, and I won’t need to tinker with drivers. That said, I already have a PS5. The TV I game on is still 1080p, so I don’t understand what $700 would get me over my current hardware.
Raytracing is still very computationally intensive, and doesn’t have enough market penetration to make sense on most modern games. Devs need to implement two solutions: a raytraced path and a raster path. The game needs to be fully playable in both, across a wide range on hardware. The largest install base for most games is still console, where RT barely exists. So RT is generally relegated to eye candy for high-end PC. Which makes it a marketing feature, not a game feature.
It’ll be interesting to see if that changes with the PS5 Pro. I expect we’ll see more first-party titles support it, but not much else until the next real console generation.