The way AMD does RT is tied to it's shader count, and the physical shader count hasn't really increased this generation. However, there is some weird dual issue functionality which makes it appear as a much larger shader increase.
Amd used to have a single FP32 computational unit in each core. For rdna3 they changed it and now each core has two fp32 units like Nvidia. It's low hanging fruit; doing this improves gaming performance but it's quite minor. AMD still has more fruit to pick - currently their FP32 units can't compute Rasterisation and Ray Tracing at the same time, it's one or the other and that can be fixed
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