you do realize we got PC versions of Spiderman 1 and Miles and we never got anything even remotely close to this? We also got PS5 remasters with enhanced traffic and pedestrian density and it was not even close to this.
if you want to ignore the improvements they have made with the CPU, the ssd, and the GPU in terms of lighting, draw distance, and ray tracing then be my guest. I have been playing games on PC long enough to know that no dev in their right mind would create two separate systems for PC and consoles. If that was the case, we wouldve been getting this caliber of traffic and pedestrian density back in 2013 when PC CPUs were already 4x faster than console CPUs. We wouldve been getting faster traversal in PC ports of Batman and other superhero games. We wouldve been getting completely revamped lighting models in PC, but we never did until path tracing came along and even that is building off of the same lighting engine, just producing more accurate results during transitions rather than offering a completely different lighting model like we see here. You can see that Path Tracing does not change the overall lighting in Alan wake 2. So low to high? not even close.
They have completely revamped the lighting. Its not low to high in either lighting, traffic, or draw distance. Watch the interview and they will tell you how they used to handle LODS in even the PS5 version of the remaster and use non-RT reflections on distant buildings and how they have reworked all that.