That entirely depends on what you're looking for. Rasterization can't do lighting or reflections like RTRT can. GI can be faked to a certain extent, but it's (at least up until now) extremely expensive. Screen space reflections are great, until you're looking at something reflective that ought to be reflecting off-screen objects or scenery, yet suddenly isn't. Did you notice how there is nothing reflective in the UE5 demo? That isn't an accident, and I would imagine one of the first add-ons (or just most used optional features) for UE5 being RTRT reflections, as that would serve to complete the otherwise excellent looking package. You don't necessarily notice these things in play, but you obviously might. Control is an excellent example of the settings feeling more realistic when RTRT is added. That obviously doesn't mean that there arent/won't be bad RTRT implementations that don't add anything of real value - there definitely will be! - but the technology nonetheless has the potential to surpass anything possible with rasterization in certain aspects. Full scene RTRT is unnecessary and likely of little real benefit, but selective use of the tech can provide good IQ improvements, even relative to the performance cost, when used in the right way in the right games. On the other hand, some games don't benefit from this whatsoever, and should really skip it. As is the case with all kinds of graphical features.
You can do good reflections ala Gears 5. We need better looking hair and trees and textures and so much more than lighting imo. I'd like a 32GB VRAM card instead of an RT card. There is so much wasted silicon with the latest cards.