It’s absolutely not. The PS5 is clearly a match for the High setting on PC. This has been discussed at length by both Digital Foundry and NXGamer with their findings matching each other.
Motion blur weak vs strong probably plays a much bigger role in perceived differences, sharpening levels as well as you can see just on the PS5 comparing balanced vs performance.
How is it motion blur when the character in the cinematic still I used as the perfect example is in a largely static pose? Where is the motion to blur? And more importantly why would motion blur be set to maximum in the middle of the camera focal point. You are grasping, whereas low resolution SDF does look blurry as all UE5 early access technical info showed.
Obviously nothing I or anyone else can convince your otherwise, you refused to believe that FF7 was obviously using PSSR until confirmed by the game director. If you won’t change your mind on that, you won’t change your mind on this.
Every time you mention DF you undermine your ability to make a possible valid point on your own that could change my mind.
As for FF7, it wasn't confirmed until SE confirmed it and I immediately accepted that, but what was wrong up until that point believing their PS2 styled alpha masked tree branches and foliage in the footage looked rough in the distance and was either FSR or was defeating PSSR? Nothing, that's what.
It's those type of immersion breaking technically inadequate touches that let the first FF7 remaster down and the PS5 remaster patch with Intergrade from being 10/10's to 9/10's,.
IN FF7 remaster being in a area and stood near to cheap alpha masked shrubs/trees and panning the camera to see the fx completely break down and flat texture map quads appear right in the foreground like a Blazing Saddles forth wall gag isn't an FX I would expect to be getting PSSR enhanced, instead of being ripped out and replaced and then PSSR used to enhance the volumetric geometry shrubs/trees in the far distance of scenes.
edit: Here's what lumen sees. The right handside actually isn't sdf mesh traced (like the left side), but merged and voxel traced