From my understanding of it they are basically adding hardware to remove the limitations (i.e. communications with other sub-systems) and throughput restrictions that prevent the general shader architecture from being good for ray tracing but ultimately there are limits to how good, even when "unleashed" the shader architecture is at ray tracing even in situations where you can achieve low or zero penalty concurrency with other game rendering utilisation.
You're right and i was wrong, what it isn't is dedicated RT cores, like Turing. The RT functions are a part of existing shaders, they just had an instruction added to them to make that happen, there probably is some sort of controller for this.
Just quoting you guys as you both seem to have an interest in the technical side of things.
AMD submitted a new Patent a few days ago.
http://appft.uspto.gov/netacgi/nph-Parser?Sect1=PTO2&Sect2=HITOFF&u=/netahtml/PTO/search-adv.html&r=1&p=1&f=G&l=50&d=PG01&S1=20200193681.PGNR.&OS=DN/20200193681&RS=DN/20200193681
Their Ray Tracing solution has taken a new twist. Seems very late in the day to be changing things up. But, it does look interesting in theory.
EDIT: Made a mistake Never looked at the filed date. Thanks to @Satchfanuk for pointing it out. Maybe not so late in the day after all
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