NVidia has that temporal denoising algorithm though. So noise is smoothed between space and time. When you have 60-frames per second, you can "recycle" old frame's raytracing data for the current frame.
As long as the raytracing lights rarely change, it'd work out pretty well. The fast-moving lights would probably have to still use rasterization techniques, but the demos of the temporal-denoising algorithm from NVidia are very impressive.
FYI: Blender Cycle's denoising is still kinda bad even at 1000 or even 5000 samples (at least, when you look at low-light areas close to walls). You gotta zoom in and look, but artistic CGI requires many, many samples before raytracing looks smooth. Its a major advancement for NVidia to come up with a raytracing denoising algorithm that works well for video games on only 1-ish samples per pixel.
Here is a comparison of the regular global illumination vs RTX real-time raytracing, particularly take look at noise levels generated by RTX in the background. https://www.youtube.com/watch?v=CuoER1DwYLY