What I meant by resources is hardware, Ray tracing at the current level is still too taxing.
Raytracing isn't the only alternative. but sadly it seems planar reflections for example are often completely ignored by devs or dismissed because they need more work to optimise for performance.
the quality of reflections in FromSoftware games have degraded since Dark Souls 3 for example. up until DS3 from used planar reflections, instantly noticeable right at the beginning of DS3 either on the way to the optional boss or the first required boss fight, where there are bodies of water with full real time reflections. and they look great.
some devs thankfully still actually try to use these older techniques and don't fully rely on SSR.
like how the Hitman games use render to texture in select places to immensely enhance the scene. like in the tutorial level of Hitman 2 where the big windows of the house you break into have full real time reflections with really good quality too, or the first level in Hitman 3 where the windows outside the skyscraper has really good looking reflections, and inside the glass floor also uses them in a great way.
of course all of them also have working mirrors that also influence gameplay btw. as enemies can see you in reflections. (something SplinterCell also did back on the og Xbox btw. also using render to texture)
one game I'm really glad isn't using SSR is Sea of Thieves (although it uses for water inside your ship when its sinking), as if they used SSR it would have looked like complete ass.
Sea of Thieves uses planar reflections on the ocean, which aren't perfect but they work well for the kind of game it is. islands are mostly correctly reflected with decent enough detail, ships are reflected with missing detail and players/characters aren't reflected at all. but even with the drawbacks, at least it doesn't have all the visual issues SSR has, and in a game like Sea of Thieves that would have been really bad.
so yeah, long story short, not wanting SSR doesn't mean you instantly have to jump to Raytracing. Raytracing makes a lot of things easier and opens up more complex surfaces and scenes for really good real time reflections, but many reflections in games could use non-RT ways of doing reflections, they don't because it would mean more work sald.