Eh, I kind of hoped they would retrofit dx12 level raytraced reflections like they did for far cry 6 dunia engine, but anvil got no love, though I do notice screen space reflections not breaking down at screen edges
I see the path tracing screenshots used 1660p + DLAA + FG and the displayed framerate seems low with frame generation ... is 1600p DLAA heavier than 4K DLSS?
I suppose it was meant all indirect lighting managed by hardware RTGI + RTAO + RT Reflections and distance variant shadows via RT Shadows ... such as the likes of Metro exodus enhanced edition and dying light 2.
Actual full path would be quake rt ... maybe minecraft rt ... not sure about portal rt