One common misconception is that ray tracing is computationally prohibitive. It was, but no longer so; it's a target within our reach, especially so when there's GPU with hardware acceleration for ray casting.
Many games use ray tracing for partial scene processing, and of course they all work in real time. My favourite example is Metro Exodus with ray traced global illumination, which works on last gen graphics hardware pretty well. Not all games use the technology efficiently, but the trend is already obvious: with accessible real time ray tracing rendering the scene will become a much easier task.
P.S. I used "ray tracing" when more accurately I should have used "path tracing", but I prefer to use a single term to encompass the whole technology with all its variants.
Particularly cool is the recreation of that classic scene from Kajiya's rendering equation paper, with the glass spheres and caustics.