This article may provide some answers: https://gpuopen.com/deferred-path-tracing-enscape/
It conveys just how complex Enscape already is, and the advanced rendering methods they've been using to achieve real time path tracing in gpus before RTX even existed. I consider myself relatively well versed in rendering lingo, and I didn't understand a good chunk of that article...
One can infer a few things though - the fact that Enscape already utilizes path tracing in some form would appear to set it up well to take advantage of the dedicated ray tracing cores in RTX, which are said to provide a 6-10x speedup over the last generation cards in ray tracing tasks. I'm sure it's a lot more complicated than that though.
Here's another interesting article that explains a little how someone else managed to implement full path tracing in their game https://wccftech.com/q2vkpt-first-entirely-raytraced-game/
"the limiting factor of path tracing is not primarily raytracing or geometric complexity... they mainly depend on the number of (indirect) light scattering computations and the number of light sources... the number of light scattering events does not depend on scene complexity... It is therefore thinkable that the techniques we use could well scale up to more recent games."
They're using some cheats as well though:
"However, while elegant and very powerful, naive path tracing is very costly and takes a long time to produce stable images. This project uses a smart adaptive filter that re-uses as much information as possible across many frames and pixels in order to produce robust and stable images."