Note that raytracing is a very dynamic problem, where the GPU isn't sure if a ray hits a geometry or if it misses. When it hits, the ray needs to bounce, possibly multiple times.
Various implementations of raytracing, recursion, dynamic parallelism or whatever. Its all there.
Now the software / compilers aren't ready (outside of specialized situations like Microsofts DirectX Raytracing, which compiles down to a very intriguing threading model). But what was accomplished with DirectX can be done in other situations.
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Connection Machine is before my time, but there's no way I'd consider that 80s hardware to be comparable to AVX2 let alone a modern GPU.
Connection Machine was a 1-bit computer for crying out loud, just 4096 of them in parallel.
Xeon Phi (70 core Intel Atoms) is slower and weaker than 192 core Modern EPYC chips.
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Today's machines are better. A lot better than the past machines. I cannot believe any serious programmer would complain about the level of parallelism we have today and wax poetic about historic and archaic computers.