They do, and so far no one has seemed to take them up on the offer (the one game they touted during last years WWDC [Metro Exodus] didn't bother to even add those effects in the basic version of the engine).
Not really surprising. The performance is simply not there for RT to be practically viable. I mean, you could probably sprinkle some soft shadows here and there and it will work well enough on M1-class hardware, but why would you bother?
Because Nvidia says they are a separate block/core? ??♂️
Page 12 has figure 3 which shows the separate texture units (4 per sm) and the RT cores below it.
As I said, reality is often more complex than what companies say in their marketing material. Nvidia also claims that their cores are "scalar", but in reality they use large SIMD ALUs. If you are interested in the topic, I suggest you have a look at the paper I linked. It's pretty cool, and they make fairly convincing guesses to what the Nvidia "RT cores" actually do. Hint: it's probably not what you might think.
Granted what Nvidia seems to provide isn't 100% the same as the ISA papers AMD provides for RDNA, but from what I can tell AMD ISA paper doesn't really talk about how their Ray Accelerators work, from a code perspective, either.
If I understood AMD documentation correctly, they simply give you bounding-box intersection instruction, probably implemented with specialised fixed-function hardware. That is the "easy" thing to do. If this is the extent of AMD's implementation, there is no surprise that Nvidia's RT is faster. The "secret source" is work reordering and memory access batching.