Yes that scene is especially strange. You could assume (from the PC benchmarks) that the RT pipeline limits here. But than we would see a greater divide between the two.it does not align everytime that's why it's weird and should be taken with caution, because if as some say here in photo mode only GPU power talks, why is that in the corridor scene the difference is negligible ?
Than we can just think of a strange situations, where one thing leads to the next which makes the whole RT calculation ineffective and the system is just able to squeeze a bit more out of it.
There is, reflecting glass, that reflects the windows from behind (and the wall), than the glass is partially transparent with an alpha-texture (I guess) behind that (for the grid), where you look through and see at least another light-source (red light). Everything comes together in this scene:
- multiple reflections over a large area
- multiple light sources (of different color)
- shadows from multiple light-sources (and reflections of those)
- possible alpha texturing
And like the PC version + 6800 XT shows us, this is just to much for AMDs RT solution here. Even at half RT res the much smaller chip in PS5 & xsx can just get on par.