I can't remember. Has DF ever done any testing of ray tracing with metro, control, battlefield with the frame rate capped at 30fps? Really curious to see if the de-noising struggles at pathetic frame rates.
I have looked at it before.
I think the denoiser on the diffuse GI and reflections in Control does not do a good job really at 30 fps, as you can see the smear and trails much more easily. A controller "helps" for lateral movement since controllers are inherently linear in movement and slow and imprecise, but any moving object at 30 fps with their denoisers for those two facets has visible problems IMO.
Battlefield has a high feedback denoising scheme so it actually looks "OK" at lower framerates on the RT reflections.
Metro once again has, in the base game on launch, a more obvious and slow temporally based denoiser. 30 fps, you could see trailing behind fast moving objects. This changed though when the last Colonel released as them adding in emmissives meant it needed to speed up and not leave trails if it was to work, otherwise you would fire the flamethrower and see ghost and trails everywhere. Interviewing them at Gamescom 2019, they mentioned how they worked a lot to cut down ghosting and trails for their denoiser post-the last colonel.
Though that was at 60 fps, I have not tried it at 30.
IMO, Quake 2 RTX denoiser in v 1.3 is pretty amazing. Not a lot of trails, very stable. 30 fps... it becomes more visibile though.
I think in the end, the denoising at 30 fps in console titles might be visibly "problematic" for people used to 60 fps games on PC. But if you look at a game like UC4 and how its 30 fps presentation is with its motion blur and TAA (which imo, are not good), yet that game is praised very much so, I think most people would end up just collectively ignoring denoising ghosting and slowness like they do all the time in 30 fps titles.