I think the limitation here is the number of lights. They use shadowmaps for direct shadows. You can update shadowmaps interactively for a couple of light sources, but if you have dozens of lights, as is often the case with architectural scenes, shadow maps updating can become a bottleneck.
Hardware manufacturers should focus on things that really matter which is texture resolution and geometric detail.
As for texture resolution and geometric detail... improvements there are great as well. It's not a "one or the other" choice.
Not that any of this matters with regard to Playcanvas because there's no way to access the RTX's ray-tracing pipeline from WebGL.
https://vfxblog.com/2017/08/23/the-tech-of-terminator-2-an-o...