I've always wondered to what extent these culling techniques still work with raytracing? A reflective surface can bring a bunch of otherwise-offscreen things into the scene. Its what makes screen-space reflections look so bad sometimes, they can't reflect whats not on-screen.
I'm remember a Tiny Glade talk where they explained that they did reflections by first doing a screen-space pass, and then a ray-tracing pass for all the pixels that didn't get a "hit" in screen space (as in, the reflection needed to show something offscreen in that pixel).