Ray tracing is accurate. You can test this by turning on full path tracing and turning all upscaling off. You'll get a fully path traced image, where every single pixel is ray traced. Or actually, I don't think you can, because AMD can't make ray tracing hardware to save their life, despite having 7 years since Microsoft put it into DirectX and made it an open standard.
Again, you obviously have no idea how any of this actually works. Ray reconstruction is an AI algorithm that allows the GPU to trace less rays (improving performance), and uses a specialized algorithm to fill in the gaps. Updated algorithm = looks closer to how it does fully path traced. There are artifacts because it's still AI generated, but there are less now, because the algorithm is better.
Thanks for telling me I'm wrong and then no less than one paragraph later, telling me I'm right.
Also, I can run path tracing just fine on a 7900XT. It adds a light grain, which again, isn't accuracy, but
noise. Additionally, don't be silly, I have access to Nvidia cards whenever I want
Now, you correctly stated that ray tracing was here for a long time already. But baked in. That's exactly where our paths divide on how I view the potential use of RT, and how people feel who think it needs to be done in real time. In the real time implementation
you are still not getting perfect accuracy. But you do lose a shitload of performance on it. Is it really that much better against a well baked implementation? I've experienced numerous games that really just don't improve with RT based lighting, because the baked lighting is already very well done. And that is a show of skill, developer talent. The only thing the real time RT really does enable is lower the bar for less talented developers to make something similar - and YOU pay for their lack of employed talent and spent time with a huge performance hit, and more expensive GPUs.