2: Use Ray Tracing instead of path tracing, which results in better fps, but doesn't have accurate lighting and shadow, and light leaks into areas where it should not leak, doors, faces etc. With RT enabled the engine for some reason ignores objects like skin when the ray bounce is being calculated, so the light that would otherwise diffuse over the face, just passes right through it whilst lighting up areas that should not be. Turning RT lighting off fixes that as screen space GI is more accurate, but it's not real time dynamic and comes with the flaws of screen space as a result.
Example:
Faces - PT + RR + DLSS Quality + Frame Gen:
Faces - RT + Psycho Lighting + Psycho SSR + DLSS Quality + Frame Gen:
Notice areas like the blue light illuminating his left eyelid? This area should not be lit up at all as its under shadow cast from the nose, the PT version does it accurately.
3: Use screen space and have RT off, which results in all the flaws of screen space which has been covered plenty of times.