If you're sold on raytracing by such modifications that only operate on screen-space data you need to go back and look at some of the other titles that have shipped/will ship with proper ray-tracing that includes full scene information.
All of the "global illumination" in these mods is inconsistent, noisy, view-dependent, and not at all what proper implementations give: just look at the RT Debug View shots in that and look how much the areas of the screen change just because the lightning comes and goes on the left hand. That's not what proper full-scene ray-traced GI looks like.
Not to mention the direct-reflections also using, again, just screen-space information. When data in the reflection is being lost just because the player is looking away from the stuff being reflected, that masks the whole point behind actual full-scene ray-traced reflections. Heck, this stuff is worse than most shipping implementations, because it's even including the HUD in some of the reflections!
The screen-space reflections and such are better than a kick in the pants, sure, but please tell me this sort of thing isn't ACTUALLY what's selling you on ray-tracing as a graphical technique just because they're dialed up in a way that's unrealistically obvious or ultra-high-contrast, in the face of scores of way better implementations built into the game's runtime that has full information on the entire scene, and/or having art built around proper material definitions instead of what most games were using last generation.