Sorry, it's the other way around, you are the one who needs to prove that a high-quality lossy compression like BC7 will cause a real problem using micro polygons. Considering BC is one of the most popular methods to compress textures in games and one of the largest console makers decided to have a hardware unit dedicated just for that, I'm pretty sure the requirement for proof is on you.
It's easy, there you go.
Before - when not enough polygons streamed in:
After - when enough polygons streamed in:
took me 30 seconds, took these screenshots myself.
If you think that's streaming encoding, you don't know what streaming encoding artifacts look like. Calling me "splitting hairs" on the PS5 is losing touch with the actual argument we are having. My point was never against the PS5, it was actually the other way around, that this system streams in polygons and textures for the next frame and if it fails, all you see is just a lower quality asset for a fraction of a second so all of these problems will be worse on XSX. But for some reason, you've decided to go with a strawman, that somehow I'm attacking the PS5 for having some form of extremely gentle pop-in during 0.01% of the demo. That is not the point, the point was to show you what happens when the SSD can't keep up (which happened in these images I've brought because of a camera cut).