I was under the assumption that inline was the ideal method of calling for rays go forward, that way you wouldn't need separate draw calls for RT. Nvidia shouldn't perform any worse with going with inline. It just may not perform better than it currently is.
Not quite. There are pitfalls with inline raytracing. Essentially it makes sense for simple RT scenarios but may not be ideal if you’re doing something more convoluted where dedicated shaders may be better optimized by drivers/hardware.
https://github.com/microsoft/DirectX-Specs/blob/master/d3d/Raytracing.md#inline-raytracing
The motivations for this second parallel raytracing system are both the any-shader-stage property as well as being open to the possibility that for certain scenarios the full dynamic- shader-based raytracing system may be overkill. The tradeoff is that by inlining shading work with the caller, the system has far less opportunity to make performance optimizations on behalf of the app. Still, if the app can constrain the complexity of its raytracing related shading work (while inlining with other non raytracing shaders) this path could be a win versus spawning separate shaders with the fully general path.
It is likely that shoehorning fully dynamic shading via heavy uber-shading through inline raytracing will have performance that depends extra heavily on the degree of coherence across threads. Being careful not to lose too much performance here may be a burden largely if not entirely for the the application and it's data organization as opposed to the system.