From the Grim youtube comparison above, I thought the 6900 image was better in that first area. The fps of the DLSS is obviously the playable speed wanted.
From the feedback given above it would sound more like the devs didnt bother too much catering for other settings rather than the GPU features being poorer than another.
As I mentioned in the other thread, there is no doubt techland didn't put as much time/effort into the rasterization/non-rt settings but even if they did, you would still be very hard pressed to get results as good as what we are seeing currently, not to mention, how long would it take them to get good results?
4a shared their workflow for this with DF, which is a good watch:
https://www.youtube.com/watch?v=fiO38cqBlWU&t=315s
This but then again, many did and still do argue that metro exodus (non enhanced version) has some of the best shadowing, lighting etc. yet it still pales in comparison to the enhanced version. There is only so much that can be done by rasterization methods and what we have seen with RT is still just the tip of the iceberg.
The only game where I would say lighting, reflections and shadows etc. etc. could almost be considered to be on par with RT implementations such as that found in metro ee, cp 2077 and dl 2 is rdr 2 but again, we are essentially comparing the very best that rasterization can offer to what is essentially still the early days of RT.
Another game where shadows, AO looks considerably better than rasterization is deathloop, although no doubt we'll get the same reason again of "developers didn't spend time making non-rt settings look good", which is a perfectly valid point to make but as per the youtube video above, there is a good reason for that, of course, we could also say that nvidia are paying good money to have developers gimp their games But I doubt this given the games are still having to run and look good for the much bigger consumers/market i.e. consoles.
I think this is going to become more common going forward now as developers are seeing just how much quicker, easier and less effort is required to use RT over rasterization hence why they are trying to use RT where possible on consoles.