The thing about RT that Daniel is missing, not just him lots of people seem to be missing this.
RT performance is not linier on AMD GPU's, this is because of the difference in approach with how AMD vs Nvidia do it, AMD's RT architecture is Integrated, what this means is AMD's RT component is on the shader core, Nvidia have a dedicated RT cluster on the GPU, the benefits of AMD's approach is it is faster in latency terms, the down side is the more the GPU needs to work to produce a Ray Traced Image the more bogged down it gets because its sharing the rescores between RT and Raster given they are separate functions on the same shader, with Nvidia because it has a dedicated RT cluster it is only limited by how fast that cluster is, its independent from the Raster performance.
AMD can improve their penalty by making their RT ever more efficient and powerful, so that it just takes more to get it bogged down, this is what AMD are doing RDNA 4 vs RDNA 3, so a game that is not demanding of the RT hardware would not necessarily gain performance 'Relatively' but in games where the RT is brutal, like Cyberpunk RDNA 4's RT is that much more robust so it doesn't suffer the heavy RT penalty and with that you get an improvement in performance.
So that Speed Way Benchmark really doesn't tell us anything, what we need to see is how it does in Cyberpunk.
Part of this explained from a Developers point of view in the video and an Example of this in benchmark charts below.