True, but again, for what specific purpose other than bragging rights? Not all games even support RT and again the market for hardware RT is niche.
Actually very few games outside some poster children sponsored by Nvidia does.
Reality check -
this is a list of the highest grossing games on iOS. A huge part of this list isn't even 3D-rendered. Of those that are, no-one in their right mind would suggest that what they need is for instance RT reflections because screen space reflections would be unacceptable. They are not even
remotely close to a level of rendering fidelity where limitations of lighter weight lighting methods are relevant. Arguably the limitations of mobile platforms lie entirely elsewhere. Nevermind that the staggering majority of the billion or so iOS users
just don't care how lighting is calculated on their phones and tablets. So is dedicating hardware resources to RT on Apple GPUs an intelligent way to use the available transistor budget? We have
a good idea what the future might bring in terms of transistor budget within the next half decade, and the short answer is - not a lot.
So is it worth it for Apple to add dedicated RT hardware exclusively for the benefit of those few who use Macs for professional rendering (as opposed to benchmarketing using Blender)?
Is it a sufficiently selling buzzword that Apple requires a ticked marketing checkbox?
I'd rather see Apple spending their transistor budget on features that has a wide immediate usage or wide applicability. If that went into 3D graphics at all, then spending them on features that for instance lighten the load in terms of asset storage, or more efficient high quality upscaling seems a lot more useful.