You need to use more than 1 ray per pixel.
Also to my understanding it's not really set in stone 10 GRays/s but even with the RT-hardware it depends on several variables
Read it as "10 Giga-samples/s against the BVH tree". Or "10 BVH samples + >10 Giga ray-triangle intersection tests / second" if you give NVidia the benefit of doubt.
Sampling against anything but the most trivial (and best fit to the BVH) scene isn't going to achieve anything remotely better than what we see.
But that's not new, is it? Just roughly the performance numbers which had been spoiled during the "Speed of Light" talk already.
Oh, and that "low FPS with foliage is a bug" BS? Nope, if you have to check for alpha coverage, it's not for free. That was a full hit, and you have to treat it as translucent. And even on low you can
not just stop there (same as with glass), but you have to treat it as translucent, or even just basic lighting / shadows break. Only way around is doing foliage with pure geometry instead of alpha.
You would notice if shadows
also broke just because you cheated on objects with alpha.
Oh, and if you want something to weep, imagine DXR in a snow map. Albedo 0.8-0.9 for most parts of the scene.
So for properly working GI you don't even get off the hook easily with the 3-4 bounces "ultra" is currently (still) limited too, but even at a 10 bounces you would still be missing about 25% of light intensity. These city / forest / indoor maps, where most materials have an albedo of <0.3, are still really friendly towards GI via ray tracing. Only nasty thing they have to offer is translucent objects.
With specular reflecting surfaces, there is only one direction an incoming ray can reflect, and the reflected ray direction can be computed exactly based on the incident ray and surface normal. This works for flat, curved or bumpy reflecting surfaces. Raytracing this way results in clean reflections.
No true, unfortunately. Imagine a materiel such as brushed steel or matt plastic, viewed from a distance. The specular component follows a normal distribution.
Only polished surfaces expose the properties you are describing. When it's perfectly smooth, the normal distribution (and hence "blurry reflection") collapses into a perfect reflection.
Don't give too much on that either. Neither BVH nor geometry are fitting in L1 / L2. It's safe to assume that during ray tracing, the memory interface is completely limited by transaction rate. Neither latency nor bandwidth, but raw transaction rate.