I think for quite some time it/simulations won’t be the defacto standard. For the simple reason that, it’s always more GPU budget on something that’s A) nice to have and B) can already be “done” but cheaper.
For as long as traditional methods exist and are quicker, there’s a hard case for real time simulations really.
There should be exceptions of course; physics-based games and similar genres will prob be the first to adopt this tech and games that can take more risks.
There’s a really interesting case with realtime simulations in games for gasses/liquids too - should they be two-way? Can these simulations ever affect gameplay entities? If so, then how do you control these simulations or the chaos, so the player is never left in a negative place?