@RH92 , RTX-powered games is a marketing term that should die and burn in a fire. Both because it is technically incorrect as well as because it immediately induces flame in forums/comments.
Ray-tracing is not a complex thing in its core and is a well-understood concept. The only thing RTX cards have to improve things is couple hardware operations that are faster/more efficient than running the same operations on shaders. Battlefield V, Metro Exodus and Shadow of Tomb Raider are all using DXR which is a feature of DX12. This is a standard. Things with Vulkan are a bit more dicey as currently the operations are exposed in Nvidia-specific extensions - that is what Quake2 VKPT uses and Quake2 RTX will use if/when Nvidia decides to release it.
If AMD so wishes they can write an implementation of DXR and provide it to us in drivers. I am very sure they have one running in-house but there is no logical reason for them to release it. Vega should be able to compete with Pascal very favorably in DXR but that is pointless in the grand scheme of things and would only highlight lack of RT hardware compared to RTX cards, thus weakening AMD's own position.
Given how different RT technique used by the demo and what Turing RT are doing, uh, really?
Could you please elaborate on what exactly you mean by different?
RT technique used in Neon Noir is practically identical to what Battlefield V implements. Everything down to the optimization choices both CryTek and DICE went for.