We'll see after the session gets presented, but I think you folks are reading what you want to see into this rather than what is actually there.
Unclear how much Apple has only put the RT Metal updates into the Apple GPU branch. If they are still expanding RT coverage on Intel and AMD GPUs then this session doesn't really imply that. Usually that is something covered in the "State of the Union" address. I may have missed it during the extended "XCode Cloud" infomerical the SoU partially turned into this year.
Apple skewed the talk toward Apple GPU in what they talked about, but wasn't clear just how lopsided they are taking it.
From Molten VK docs:
"...You can use the standard
Vulkan vkCreateShaderModule() function to provide your own
MSL shader code. To do so, set the value of the
magic number element of the
SPIR-V stream to one of the values in the MVKMSLMagicNumber enumeration found in the mvkDataTypes.h header file. ..."
Metal Shaders with Molten is works. In fact, that's what Molten has to do with the Vulkan shader intermediate code ( SPIR-V) .... turn it into Metal Shader. Apple makes it all have to shift over to Metal at the lower levels. If want access to GPU compute cores ... it Metal. So if going for maximum optimization, the developer has to hand convert the shaders into Metal.
Probably not. Probably some combo of Molten updates to cover some of newer the Metal updates and further native on the compute kernels. So depends upon point of view. RT with some drawing or drawing with some RT.
If game company has branches in their code to skip SPIR-V and go native to CUDA on Nvidia cards , then adding another branch to cover Metal probably isn't a big deal.
Over time they could iterate to Metal native for the whole game engine port, but for now probalby haven't done a "big bang" replacement.