The problem with raytracing is that it mostly depends on your resolution, not on your scene. Right now, we're just on the edge of being able to do raytracing at practical resolutions in realtime. But once that's possible, the rest is basically free. Rendering 10M polygons is almost as fast as rendering 1K polygons.
And writing a path tracer isn't that hard - most of the math is quite trivial. You get all the magic shadow / reflection / caustic / lighting stuff for free. We're getting quite close to being able to do movie-level graphics on consumer machines in realtime, and all that without any of the tricks required for okay-ish looking rasterizer shading. Best of all, it's even easier to work with for artists as well!