The big question is, do we gonna have inferior assets and characters because rtgi steal a lot from the rendering budget?
Doubt it. This is what the characters look like on a 1.8 tflops PS4. So its not like they are using the majority of 10 tflops on character rendering and assets.
RTGI is expensive but not that expensive. Depending on the game its roughly a 30-50% hit. avatar does RTGI, reflections and shadows on PS5 with far more environmental level of detail with faster traversal and draw distance. GG just needs to drop the native 4k resolution, and go back to using checkerboarding. i play the 40 fps mode which uses the same half res 4kcb mode they used on the Pro but now with way better AA, and it looks almost as good as native 4k to me. just slightly less sharper similar to DLSS quality. But they get 100% more GPU power that way to do whatever the fuck the want.
The assets are also virtually identical. All they did was add more foliage, more ground level textures like an additional moss layer on the ground, but the rest of it was virtually identical. Besides, i think using mesh shaders or nanite quality assets will let them push incredibly high fidelity assets without completely exploding past their vram, bandwidth, and tflops budget. As long as they invest in the new techs we've seen in UE5, they should be able to easily exceed Avatar quality visuals within 10 tflops.
Besides, I have a feeling Death Stranding 2 is using native 4k and seems to be running some form of GI. Either RT or software based like Software Lumen. So if they can get expensive RTGI running at native 4k in a barren open world then they can add so much more detail to Horizon while adding RTGI as long as they are willing to downgrade to checkerboarding. Honestly, their performance mode looks fine and its effectively 1296p. Id say go with that and leave 4k for the PS5 pro or the PS6 which should be out by the time Horizon 3 comes out.