We have yet to see FSR 4 running with 300 TOPs while producing superior results at similar processing cost per frame before declaring PSSR as an 'inferior' custom solution i think.
Why would Sony stick to RDNA 3/4 for PS6 in 2028?... This isn't Nintendo. It will surely incorporate hardware from the future/yet to be released AMD arc along with original customizations like in their past systems. PS5 PRO is already RDNA 4 when it come to RT hardware.
Agreed, although the TOPs comparison is going to be a calculation in each system, or at least the for the Pro, because the Pro is using nothing like 300 TOPs of it's mutually inclusive 16.7TF/s.
If a game ran at a locked 60fps on Pro with PSSR taking 1.5ms per frame, then 300 TOPS * (60 * 1.5 /1000) tells you the real processing cost (eg 27 Tops)
Whereas as in say the RX 9070 XT regardless of frame-rate FSR4 is using all 1557 TOPs of the tensor cores AFAIK, meaning you can't async compute more work in the idle periods.
So the silicon cost for comparison is all those tensor cores, which makes sense because the FSR4 algorithm runs dynamically isochronously on the tensors at the fixed or varied frame-rate, so interlacing other independent game compute tasks that also will be isochronous will have difficulty working around FSR4 to saturate what FSR4 doesn't use.
However if we ignore that and said the game ran at 90fps locked on the RX 9070 XT and FSR4's comparative frame time is 2.5ms,
Then that would be 1557 * (90*2.5/1000) = 350 TOPs, but then the TOPs per frame would be
(27/60 vs 350/90 or)
0.45 vs 3.8
still showing orders less TOPs per frame for PSSR than FSR4 in the 5x -10x range.