There are certain features that can't be replicated with ML-based rendering, or are poorly suited to it. It doesn't have a concept of worldspace, for one, which makes it struggle with light propagation and game logic in particular.
It's more likely that they'll complement each other - tagged geometry + hard raytracing for certain features + ML style transfer/rendering. At least until convincing and fully hallucinated worlds appear (which might or might not happen).