Looking at the shots. We can safely assume that ALL chrome has RT reflections. I would even go so far to say all mirror like surfaces (except water and actual car mirrors) get pure RT reflections. They seem to handle water much more selectively, which we have talked about. And I'll talk about my reservations on car mirrors later below.
This shot was actually the most impressive demonstration of RT reflections amongst all of the promo.
Not sure what I'm talking about? Let's zoom in.
You can see not just the back of Jason (second arrow), but the Sun that is lighting them from the left, the sky above, the car paint itself, the road and the world in front, all completely off screen space, except the car paint. Lower quality proxies in the BVH, obviously. But that's incredible/extensive detail on something so tiny. Anything more would have no additional visual impact. You can even see the second FUCKING fake light that is lighting them from the front (red arrow). *screams into pillow*
And this isn't a one off. It's there even on the tiny strip of chrome on the car's hood, from a different angle. First arrow shows Lucia's back, her brown jacket is clearly visible, followed by Jason (not as clear, but you can tell), followed by World and Sky
You see this behavior on all chrome in every single screenshot. Some more examples below:
Bojji
unlike the Matrix demo, I'm yet to find a single glass pane (store windows, buildings and cars) that
doesn't do RT reflections either. Car bodies seem to do RT reflections too:
Heck, look at the spokes in the wheel here. Every portion of a shiny spoke facing the sky, reflects the blue sky. And you can see the whole BVH accurately wrapped around the hub cap. Extreme divergence of blue sky reflections in all directions!
You can tell there is quite a bit of noise. Some people online coping by calling it "aged" chrome on vintage cars. It's not. It's just RT noise. The chrome on the boat railing above, for example, is not supposed to look "aged". It's just super noisy when you zoom in. At normal TV viewing distance, it should be fine even on base console, and may be cleared up on Pro. When PC, next gen is out, all these will be obsolete nitpicks.
Regardless of noise, I can't recall UE 5 games getting anywhere near this kind of accuracy. You get some basic ass 1:1 reflections. Not seen anything this complex.
I think even her fingernails have RT if the coat is reflective enough (not sure but worth paying attention to):
I'm still not certain if all car mirrors accurately reflect the world or not. Trailer 2 had some obvious shenanigans that DF missed. The screenshots show very accurate self reflections of the car itself in the mirror. But that isn't conclusive proof of world reflections imo. They may still be using some hybrid solutions to keep track of the moving/changing world
around the car. TBD. I don't agree with DF's take on it. And if anyone wants to discuss it, happy to do that separately.
Now with water, the answer is even less clear. Here is a puddle with accurate RT
And a puddle with inaccurate/sky only/no RT
May be rain puddles on tarmac gets RT, but mud doesn't, because mud can move around, affecting those puddles in realtime? No idea. And we have already talked about water bodies. Just a mix of stuff and nothing conclusive. But looking at more screens, it's clear they are ray tracing to the sky at least. It never looks inaccurate in that aspect.