No they mix Voxel and mesh based tracing the fallback is not SSR but Voxel cone tracing when mesh based tracing is not needed. For very little object like bullet case they used mesh based raytracing all the time. I think many engine will do like this in the future.
To me it reads like they're using RT hardware for tracing triangle meshes when the hardware is available, but fall back to cone-tracing of voxels when that hardware is not present. It seems like they have a distance cut-off for meshes as well where they switch to some other representation.
Edit:
Nope, I'm wrong. It explicitly says they don't use the RT hardware.
At the moment we don’t benefit from any additional performance that modern APIs like Vulkan or DX12 or dedicated hardware like the latest generation of graphics cards could give us. But of course, we will optimize the feature to achieve an uplift performance from these APIs and graphics cards.
This is pure software based, so any performance gains of Ampere over Turing are going to be related to parts of the architecture other than the RT cores.