Sigh... you are really latching onto stereotypical tropes and not even trying to understand the facts or tech.
In the past, dual issue was so underwhelming for a number of reasons, one of which was not being baked into consoles and requiring very specific scenarios for it to work in AMD hardware vs something that just works like it does on Nvidia hardware. And even when it did work how it went about using resources further hampered its efficiency. All of that has been addressed now, and it being inside a console, would pretty much guarantee universal support and use. Mind you, this is something that Nvidia GPUs have been doing since ampere, with RDNA5/PS6, the improvements made in its design will literally nearly double performance.
This is an ML moment, AMD GPUs had suffered when it came to upscaling simply because they didnt have the actual hardware to do ML upscaling. Now they do, this is no different than dual issue.
And you also seem to be doing that thing where you are comparing CU count and raster performance like its some apples to apples thing across generations, thats why I actually said you don't know what you are talking about cause anyone would tell you thats a crazy thing to do. And this thing about a pro with slightly higher base rez or higher framerates? Tells me you are completely not reading the room on where development is going to.
But most importantly, its your focus on the most irrelevant part of all this. Raster. Raster peaked in the PS4 gen. What will make the PS6 stand out from curent gen, isnt its raw raster performance, its literally everything else. Its RT performance, and if 12x RT compared to a PS5 isn't a generational leap, I don't know what is. Its AI hardware, and improved RT hardware and scheduling, which doesnt just mean it can do all sorts of stuff the currrent gen machines just can't do, but that the things they do share in common have dedicated hardware to run them as opposed to sharing resources. Eg. On the PS5/pro, the GPU literally has to share its CU between rendering and calculating ray intersections when RT is turned on. That's not the case anymore with the PS6... can you start to see how that ties into how the hardware is utilized and why its silly comparing hardware across generations?