If you really understand the PS5 I/O,
A matter in fact, if you understand how the PS5's CPU, GPU, RAM, SSD, and I/O works together.
You'll see XBSX doesn't really win in the Framerate + Resolution department.
When Cerny said: "As the player is turning around. It's possible to load textures for everything behind the player in that split second."
He's also implying, those textures that are behind the player that would normally be rendered.
Aren't anymore, thus freeing up a lot of resources and resulting in better framerate and resolution.
And that's only one of the many advantages the PS5 has.
People really needs to stop banking hard with this 12 TF BS.
"If you just calculate teraflops you get the same number, but actually the performance is noticeably different because teraflops is defined as the computational capability of the vector ALU."
"That's just one part of the GPU there are a lot of other units and those other units all run faster when the GPU frequency is higher at 33% higher frequency rasterization goes 33% faster processing the command buffer goes that much faster the 2 and other caches have that much higher bandwidth and so on."
Although, I'll admit it will take time as developers will still use old techniques.
But any game design around the I/O, will have major benefits.