I think one of the strong suits of game graphics is the results at any cost model of rendering tech, where the focus is on using whatever methods get the best results the fastest (and hopefully within frame budgets) wins out. Since the advent of polygon rendering rasterization has been the best solution for attempts at realism (be that hyper- or photo- realism). However, rasterization and the rendering ‘shortcuts’ used to achieve certain effects were also useful for other styles of rendering. However, if every bit of graphics silicon is going to be designed and optimized for a physically based, photorealistic rendering result it may be difficult to bend that functionality toward some non-photorealistic usage.
I worry everything is going to end up having the same stamped out photorealistic appearance, in a similar way to the comments I’ve seen about the emerging Unreal 5 ‘look’. And that to get away from that look will require giving up a large chunk of GPU rendering horse power.
The path tracing mode mentioned here however, does "full raytracing" like blender does (outside of a few exceptions such as particles). Same with Portal RTX, Quake RTX and a few others.
https://www.nvidia.com/en-au/geforce/news/cyberpunk-2077-ray...
Nvidia's own announcement shows the path tracing overdrive mode is still tracing rays from a G-buffer, which would've been generated with the rasterizer.
For now, we'll always have both, as too many cards/consoles can't path trace at a good enough rate. But the artist pipeline wins that come from fully path tracing lights are too good to pass up, so it's coming.
This article alone shows that basically all of the frame is path traced rather than raster. It's coming, and faster you might think.