I’ll add to that: RTXGI is sort of ambiguous at this point, as to my knowledge it refers to NVIDIA’s homemade GI solution (which NVRTX features). TMI it’s defined by a reSTIR-based integrator and DLSS 3.5 in the newest version (correct me if I’m wrong). RTX is a brand segment of GPUs that also refer to their supported ray-tracing features, but not all ray-tracing is RTX (AMD and intel have their own solutions), and there’s the afformentioned software ray-tracing.
So, I think @Farshid your comparison is somewhat ambiguously labeled; I believe what you’re refering to is SWRT vs. HWRT in lumen? In which case, differences will look most stark in areas of heavy specular reflection, not as much dull reflection and diffuse lighting as your scene largely possesses.