Unfortunately that’s where it is marketing speak because you’re not getting the full 12TF of rasterization performance when using RT because aspects like the BVH traversal are handled on the shaders. Basically performance of the GPU needs to handle parts of the RT process that would otherwise be handling normal rasterization.
If what everyone here was saying were true, we should not be seeing a GPU related performance drop when enabling RT but we will be seeing a performance drop when enabling RT. This performance hit also won’t be universal. Even if we look at something like RT reflections between two games, the performance will vary based on multiple factors, including the number of objects included in the BHV. Like everything else with game development, there is no one size fits all approach and things are a bit more complicated than they appear on the surface. This is why I wish Goossen didn’t put that comment out there since it’s being interpreted in ways he may not have realized.