This is way out of my depth, but I believe the multiple wwdc sessions that go over a ray tracing are directly applicable to this new GPU. Apple tends to lay the groundwork for the upcoming hardware years in advance (AVP being the most obvious example with ARKIT). Ray Tracing has been part of iOS for a couple (few?) years now specially so “it just works” when the GPU that was released in A17 came to light. I’d check there for a concrete answer to your question.The other question is how "programmable" this RT hardware is. For example, can it ONLY walk a BVH tree and perform intersections? Or can it walk a generic pointer based data structure and apply a function to every end node?
As far as I know, nVidia's hardware can still only do Ray Tracing, which I find strange. You'd think, based on their history, they'd be defining "Node shaders" that operate as I described, to get more value out the hardware.
Whatever is needed for RT on A17 is available today provided you follow Apple’s guidelines on how to implement it.