For small intros it's almost as you say -- RTX is mostly uninsteresting and not that helpful for current status quo at least on the surface. However, while SDFs are do indeed provide a relatively cheap and intuitive way to specify your scene spatially to allow ray tracing and GI approximation with varying degrees of fakiness, they confine you to a rather limited abstract geometry stlye. Anything beyond yet another repeated-rotated-cube-with-cutouts-fractaled-to-death is rather uncomfortable to pull off and is also usually very slow (see iq's incredibly realistic works). That's why most of the intros from last 10+ years look rather similar.
Also, I've been recently playing with Vulkan ray tracing extensions and turns out it's not that hard to pull off. There's a considerable upfront cost (Vulkan being verbose as it is), but it's totally manageable, around maybe 10-20k compressed. The entire PoC intro with music was about 60k, and I haven't even started optimizing it for size. It had also been compressed with "just" UPX (apparently ray tracing extensions work only in 64-bit mode, so more sophisticated compressors are out of the question). I've heard that recent work on native 64bit compressor from Ferris removed another 16k from it, so there's definitely a lot of room for actual content in 64k+rtx.