That was quickly removed just after release, they kept to reflections only after that, less rays in general, better denoiser and big optimisations in their engine where NVIDIA helped them a lot. Effect was over 50% more FPS on average with RT. Generally speaking, caustic effects with transparent objects are a total killer for RT performance, which is why you don't really see that in games almost at all. Which sucks, as that is one of the most impressive RT effects (together with GI).
BF V has already been heavily optimised in one of the patches, with NVIDIA involvement into it. Optimisations here (aside number of rays) were mostly in the engine itself, in a way how it prepares raster part before applying RT and then how RT rays are being submitted to accelerators etc. After that patch they were done, as that was all the optimisations they could do on 2000 series GPUs, as far as I recall what devs said about it. It didn't change how RT itself is calculated, but how engine does everything around it. Modern engines aren't different in that regard, as what can be accelerated did not change since that time. New hardware might change it, we'll see what next series brings.
That's because the GI is the thing that is IMHO giving the biggest visual upgrade. And it's relatively not that hard to do with current hardware.
What we see in terms of RT reflections in games so far is still very simplified, missing quite a few elements of what actually makes reflections real. Things of that kind are the subsurface scattering, caustics etc., constant animation of reflective surface (that's why you don't see real waves usually, just flat puddles, or not moving glass etc.) - all of that is very computationally intensive, with many rays needed, and current hardware just isn't good enough (even 4090 with all AI helpers). There's a reason that 3D rendering software takes many seconds to minutes to render 1 frame on 4090 with actually including all the effects - same hardware, same acceleration, but that is as close to physics as they could do, whereas in games you get very simplified version of RT/PT, missing many physical elements and a miniscule number of rays in comparison.