DLSS still requires a support per title. Whether that involves extensive training is not very relevant for the end-user. You need an update.
You're spot on this time...
VR and RT are rather comparable. Its not even a weak comparison like
@lexluthermiester thinks. They both are addons to the base gaming experience. They both require additional hardware. They both require a specific performance floor to be enjoyable. They both require additional developer effort while no gameplay (length, content) is added - in fact it actually inspires shorter playtime, as more time is lost on other things.
Effectively, while it was touted as a massive time saver, RTRT does impact the dev time to market, VR does the exact same thing. It adds base cost to any game that is to be developed for a broad market and multiple input devices. Its a step harder than the ones we had until now, too. Somehow Jensen is selling the idea that this will at some point pay off for devs, but there is no proof of that yet. The games with RT don't sell more because of it. The vast majority can't use the features. I believe BF V was one of the less played Battlefields in recent times, for example. RT didn't help it. Metro Exodus... same thing. Cyberpunk - it will again be more of the same. None of these games sold on their RT features, and none of them added playtime for players due to that either. I've not seen a single person saying he'd replay Control just to gaze at reflections again.
The chicken/egg situation is similar between these technologies, they both apply to gaming, and they both, still, are only in view for a niche of the PC gaming market.
Anyone thinking this will gain traction now or in the next two years is still deluding himself. It wasn't that way with Turing, and it hasn't changed since. Not one bit. HL: Alyx also didn't become the catalyst to mass VR adoption, did it?
Bottom line... the RT hype train should not be boarded just yet, if you ask me. Especially not when the hardware is apparently forcing so many sacrifices from us, financially, heat and size wise, and in raw raster perf growth. I'll take a software solution any day of the week and we know they exist. CryEngine has a neat implementation, give me that instead, its cheap, simple, and can 100% utilize existing hardware while the visual difference is minimal at best.