Mmm the early ray tracing implementations I expect will follow NVIDIA’s model focusing on particular effects mixing rasterization and cube-mapping with ray tracing of a far as I can tell very low quality but real-time capable though running through a de-noising routine for a decent final result.
Early support from AMD and NVIDIA for the API’s themselves with D3D12 and Vulkan are also still catching up to the newer SDK’s and extensions while mixing in bug fixes where as for how it feels like AMD’s Windows drivers have improved but aren’t on a level of NVIDIA but both have open unresolved issues and unsupported features and recommended best practices of how to handle certain tasks here.
AMD’s RDNA1 / Navi10 driver support was something alright running almost everything through DXVK became a standard and still can be a big performance and compatibility improvement although while it took much longer than it should have the driver situation now is passable enough it’s almost to a level I could recommend looking into AMD as a GPU alternative especially if RDNA2 / Navi20 (6000 series.) is capable of matching NVIDIA in performance or near close at a lower cost.
CPU wise AGESA 1.1.0.0 for Zen3 seems early too and has issues and known problems, memory stability even on Patch C variants is also iffy including Zen2 CPU’s which is really good to know for XMP compatibility.
(Fixes already confirmed to be coming in and more features also in newer AGESA code and later bios updates using that code.)
JRPG fan here though I’m not especially unfamiliar with some very rough and strange behavior and some of the PC ports hit issues I don’t think were ever intended to be possible.
Monster Hunter World itself went through a couple of major revisions and it took until Iceborne the content synced up with the console version and even then a few more updates were needed to smooth out the issues and quirks with the PC port, D3D11 and later introduced D3D12 I think they even revised the initial HDR implementation and then there’s this stuff developers or the publisher insist on with anti debugging and anti tracing code and custom attempts which in that games case throw it out and be rid of it. 
(Seriously it lowers CPU temps, decreases CPU utilization and improves CPU performance with zero drawbacks once that checking routine is properly disabled.)
Some of the studios from SEGA and others on D3D12 or Vulkan is going to be something alright, Koei too but bringing them up is kinda cheating since Square, Capom and others might be inconsistent but they’re… unique. 
EDIT: Ooh that was a bit lengthy.
It’s a big topic though and a lot of upcoming changes and unknowns in the future and maybe this next form of support could be really rough at first despite the few years now of developers getting the hang of how this is supposed to work and improvements to both API’s and such over time.
I suppose that’s what it comes down to the low level API’s allow more so you can never really know the results and how it’ll end up, D3D11 kinda handled stuff or resolved things as it should be and mostly when wrapped or otherwise handled in a less standard way is when that stuff gets exposed.