The main difference is that DXRT is designed for realtime rendering of dynamic environments - very different than what Rays and OptiX is designed for. One of the main issues is in how quickly the scene graph can be updated, from one frame to the next. For non-realtime purposes, the scene graph can be static and relatively more expensive to build, but must scale to far more complex geometry. For realtime, you can optimize around simpler scenes, but it's got to be much lower overhead.
[...]Yeah, it would be ironic if DXRT actually came from Team Red, while everyone just assumed it was Nvidia pushing for it. But, if you search on linked-in to find the current employer of notable academics and researchers behind ray tracing, you'll find they're all now working for Nvidia.
I think it's safe to say AMD was caught off-guard. It probably won't be until at least Arcturus that they can respond with any sort of comparable hardware acceleration. Until they do, enabling ray tracing on AMD hardware will probably be a performance killer.