Seems like dedicated hardware makes "balancing" the cards more difficult. performance in games could swing widely depending on if the game hits the right ratio of shader verses ray-tracing work loads. If you have more general purpose hardware, it might not be quite as efficient but results may be more consistent.
Not shader vs ray tracing, rasterization vs ray tracing.
And while it is hard with new hardware it will still be the superior option as ray tracing always has been a performance killer. Even when Intel was working on Larrabee and was showing off ray tracing using it, and doing it better than AMD or nVidia at the time, they used a very old game and a lower resolution than we were used to at the time.
However eventually we will either find the balance, where RT gets used in some areas with rasterization being used everywhere else, or the hardware will evolve to a point where it is much easier to perform RT and nVidia/AMD/Intel and software devs will find a balance in working with it.
This is how it starts. Tesselation was something AMD pushed harder than nVidia and at first very few devs wanted to use it because it killed performance in games. However after time went on hardware got better, nVidia and AMD both worked on it and now its used in most every game.