Battlefield seemed to employ more detailed reflections on many objects, but the results were not always for the better. In many places, they certainly looked quite good. However, I was also noticing a number of artifacts and limitations with RTX enabled. To start, when approaching the car in the demonstration video, there's some noticeable pop-in of the detailed reflections as you get closer, most noticeable on the front fender. Also, the reflections don't appear to bounce off a second surface, as in, while you might see reflections of the flames on the car, you don't in turn see those reflections getting reflected a second time off the wet road in front of the car. Interestingly, the simplified non-raytraced reflections with the effect disabled do appear to get reflected a second time, though they are only approximated in low detail. Then there are the reflections on the lampposts behind the car, which just don't look right, showing strange artifacts and not looking like any real-world material that one might expect them to be made of.
In many cases like that, the lighting just looks less natural. Perhaps it's a matter of the hardware not being powerful enough to implement raytraced lighting effects in a natural way, or the feature getting tacked on to games that were already built around a different lighting model, but for many parts of the scene, having the feature turned off looks better. One good example would be the wet road surface shown later in the video, where the standard lighting appears to show a lot more detail and looks better in general.
And this kind of brings up the question of how much support this feature will get. None of the current consoles can apparently do these raytraced lighting effects while maintaining playable performance, and neither can any existing graphics card people might own. So, the install base of those who can enable these effects will at least initially be quite small, leading developers to focus on putting most of their effort toward the standard lighting effects that most people will see, meaning that it might be normal for raytraced lighting to be less polished and show visual anomalies like these, at least until the next generation hardware comes out and support for the technology potentially starts becoming more mainstream. Even then, hardware for the next generation consoles is likely already planned out, and it is not guaranteed that even they will support such features. It remains to be seen whether AMD (or Intel for that matter) will offer comparable raytracing performance any time soon. It also sounds like Nvidia might not be adding raytracing capabilities to their mid-range 2060 and lower cards this generation, and if that's the case, the cost of entry for a graphics card that can enable raytraced lighting effects will be $500+, cutting out the vast majority of the market. So perhaps even a couple years from now this might still be a niche effect that sees limited developer support.