Just compare the subjective quality of their "accurate rendering" to what that Nvidia GPU they showed can do with cheap approximations:
https://www.youtube.com/watch?v=BAAPTiuFdwU https://www.youtube.com/watch?v=slc--V2pi5c
https://www.youtube.com/watch?v=vfZD22zMnUY https://www.youtube.com/watch?v=UwEuSxAEXPA
Compared to any current phone/tablet GPU, it's going to be a big step up.
> The PowerVR GR6500 is a mobile GPU. Its die size, GFLOPS performance, bandwidth requirements and power consumption mean that it is comparable to the GPUs already available in smart phones today. But compared with a console GPU or looking towards the smart phones and handheld devices of the future, we see a roadmap that scales in capabilities and performance well beyond the GR6500’s specifications. The PowerVR Ray Tracing technology is fundamentally scalable and the efficiency actually increases as we move to more and more powerful cores.
(It's the same kind of problem as you'd run into if you wanted to do game development in Haskell or Rust. There's no reason why that couldn't work in principle, but things get harder when you step off the well-traveled path.)
As an example, polygon rasterization is sensitive to the number of polygons, but it doesn't matter very much where they or how they move around.
Ray-tracing, on the other hand, is relatively insensitive to the complexity of the scene, but it's more sensitive to what's on screen and visible right now, and how much of the screen it takes up. Also, objects have to be stored in 3-dimensional tree structures for efficient access, and those trees have to be re-built when things move. So, rendering the Statue of Liberty in high resolution is fine, but rending a million snowflakes is problematic.
Getting good performance means being conscious of different tradeoffs, and it takes time to figure out a good balance.
This is assuming that they run the 980ti maxed out, which might not be the case. If it isn't maxed out, it's a bit of a silly comparison.