From what I understand, the process of getting an image through RT is simpler than the rasterization way (e.g. you don't need a pass for AO, a pass for reflections and such).
Hybrid RTRT is going to be used for the forseeable future. Full RTRT remains too taxing.
Currently, DXR can be used to replace or augment parts of rasterization - reflections, AO or shadows are the current suspects and this should result in more "correct" result and make things easier for art department and possibly for technical side of things as well. Each of these are generally done in multiple passes even now.
That said, a few cooked BF V maps aren't impressive to optimize for, its a very limited and controlled setting. This DXR still requires specific implementation and dev time. And it still remains to be seen if it will gain traction. Its still a cost/benefit thing with a... well, not very profitable outlook considering the % of players capable of using it.
This is not where problems for RTX and hybrid RTRT in general lie. While DXR is standard and Vulkan extensions are alive and kicking, the requirement today include DX12 or Vulkan. There really are not many games or engines that would have good enough DX12 or Vulkan implementation along with technical expertise or willingness to implement something on the cutting edge.
DICE's DX12 implementation is still shaky exactly as it has been so far. There are minor upsides to it but major downsides, stuttering and lower fps than DX11 across the board being the main ones.
I am hoping whoever is working on adding DXR effects (shadows) to Shadow of Tomb Raider does a good job as that game is the best DX12 implementation in a game engine we have so far.
Sniper Elite 4 is the second game that has an excellent DX12 implementation.
Hitman - that had a good DX12 implementation eventually - has given up on DX12 renderer in Hitman 2.
That's it for the big hitters. The current crop of games that are listed for DXR/RTX support are smaller games and in-house engines.
On Vulkan side of things things are grim. Shadow of the Tomb Raider might do something with Hybrid RTRT. id Software's track record also suggests they may try something.
BF5 is neither limited or controlled. DXR would be much more effective in a more limited and controlled setting. Some atmospheric single-player game, probably something slow like adventure is likely to be the DXR killer app for now. There are a few announced, we will see.