While a select few can push the envelope with technology alone, a bit of talent seems to easily compensate for almost any technological limitations. The "latest and greatest" is the easy route to mediocracy.
That's been true for all creative disciplines: from photography to writing to animation. There might even be a mechanism, where inferior (or at least different) tools may be a restriction that nurtures creativity, or at least guarantees results that are easily distinguished from the rest of the market.
Yeah, tell that to the Octane Render community. There's plenty of incredible starving artists using consumer GPUs in their workflow to render top-notch work.
If so, only video games are really going to use that API. I doubt that a software renderer (or CUDA-renderer) would leave raytracing / light calculations to a 3rd party.
There's a rumor that Dinsey bought a bunch of real-time raytracing equipment for their theme parks (the Star Wars section in Disney World). So high-quality realtime computation is needed for high-tech entertainment / theme parks / etc. etc. So there's definitely a market, even if gamers don't buy in.
Do you have a link of one of these raytracing companies explaining how they plan to use NVidia's RTX cards for this sort of thing?
As far as I'm aware, the only API to access these RTX raytracing cores is through the DirectX12 Raytracing API. I did a quick check on Khronos, but it doesn't seem like they have anything ready for OpenGL or Vulkan.
Alternatively, maybe NVidia is opening up a new Raytracing API to access the hardware. But I didn't see any information on that either.
EDIT: It seems like NVidia does have a specialized Raytracing API that various industry partners have announced support of: https://blogs.nvidia.com/blog/2018/08/13/turing-industry-sup...
http://on-demand.gputechconf.com/gtc/2018/presentation/s8521...