There's still a larger performance hit from RT on RDNA2 GPUs than RTX30 ones. The gap will always be narrower in RDNA2 console-first games if the devs follow some optimization rules published by AMD through the open-sourced raytracing analyzer:
https://gpuopen.com/learn/improving-rt-perf-with-rra/
This has nothing to do with blocking hardware accelerated stages on RTX GPUs.
From the timestamp you mentioned:
"I asked Nixxes why the game is so heavy on the CPU and we learned that
the BVH building there is very expensive, as well as the extra cost on PC for decompressing assets from storage into memory by using the CPU".
BVH building is expensive because the amount of instances of objects coming in and out of the screen/area is larger on Spider Man than it is on other games.
There's nothing here suggesting the game is built with some magic code that block hardware accelerated stages on RTX GPUs.
There is no such thing as "coding to
not use units that accelerate BVH traversal".