It's best to remember that ray tracing isn't the be all and end all of graphics since it's far harder for artists to control the results than the other hacked up ways. One consequence of this is their example comparison, where I think it's entirely subjective to say the ray traced output is better. Neither is particularly great. The big win is around indirect lighting, but the development of that in standard rasteris…
I don't see why it's harder for artists to control the results... can you elaborate? It seems like it's going to be 90% the same. You have a point on a surface, you have a camera vector and light vectors, you supply a small piece of code and out pops a color. The major differences in the pipeline are in the scaffolding: depth tests, reflections, and shadows will be done in different ways. The differences for artists are that they'll have to learn a system with different limitations.
My guess is that game graphics are going to follow the developments in movie CGI. Pixar switched to ray tracing in 2013, and games will switch when hardware powers up and expertise filters down.