No there is no fix, see the settings numbers given from NV forum:
Low applies ray tracing to materials with 0.9 smoothness or higher, and sets maximum ray count to 15.0 percent of the total number of screen pixels.
Medium applies ray tracing to materials with 0.9 smoothness or higher, and sets maximum ray count to 23.3 percent of the total number of screen pixels.
High applies ray tracing to materials with 0.5 smoothness or higher, and sets maximum ray count to 31.6 percent of the total number of screen pixels.
Ultra applies ray tracing to materials with 0.5 smoothness or higher, and sets maximum ray count to 40.0 percent of the total number of screen pixels.
No reflections on materials with roughness below 0.5 (so ANY natural non man made material except water). Rougher material requires much more rays for reflection than a smooth one. (diffuse hemi sphere vs. specular narrow cone)
For offline rendering one might use 4000 ray paths for noise free results. Depending on material you bundle 100 rays mainly at specular direction and the rest is distributed more evenly over the half sphere (importance sampling).
This just said as a remainder of where we are now, with BFV being unable to trace a single ray per pixel, not even thinking about a path requiring about ten rays in order to capture complex indirect lighting.
So my disappointment is not justified, but the diffuse reflection limitation was not obvious to me at first.
If you want to enjoy cool reflections in BFV, and the joy is more important than understanding limitations, stop reading further! You may end up seeing more issues and wrong things than cool things!
I'm serious with that warning - it's like spoiling the end of each movie you'll see in the next years!!!
From a marketing perspective we can say: 'Sharp reflections are more impressive - gamers have never seen this before. Let's show them just that so they see what a difference RTX can make. And hey, make stuff a bit more reflective than it should be, let's exaggerate our achievement!'
But if our goal is photorealistic rendering, unfortunately the opposite us true: Diffuse reflection is most important, although gamers will be unable to see a clear difference to older games. If we achieve it, regular people will not percept WHY it looks real finally... it's much easier to sell them sharp reflections at the moment.
Your comment indicates you are not able to see those issues yet - you believe all reflections are correct at highest setting. But this is wrong even if we ignore missing dynamic GI.
In fact most reflections come from static cube maps. They are not the kind of sharp reflections they have sold you, but still they are reflections and they are all wrong.
The error is most noticeable in indoor environments and surfaces seen at shallow angles. Often such surfaces appear brighter than they should be because the cube map reflections are not occluded by something like an object or even a wall. Stuff looks as if it would emit a bit of light.
Almost any game using PBS has this artifact. Mostly visible in UE4 games but Frostbite is just the same here. BFV is full of it. Now have fun spotting more and more cases of that... soon you will believe me
Consolation: You did recognize this all the time before, just not consciously. (Sorry if i sound overbearing!)
Remedy does some impressive work here. See for example GI in Control, and Quantum Break had a nice hack too. Static but very good.