Its the Naught dog and Cerny patent on explaining limitations of caches in CU and the solution- you can google it.
The important part is if you understand the paper, it explains clearly bottlenecks in the shader array - and goes along way to highlight why 14 CU does not always perform better than 10 CU in SOME but not all work loads (try explaing that to
Riky
, good luck).
The maintaining of the paremeter vertices clearly states it is beneficial in post processing efficiency (less work).
Now, the next arguement is does it exist in ps5 - well most likely, we have seen evidence of ps5 performance on post processing and some work loads that match well with this.
Or its magic, Does not matter either way, performance is there, this together with cache scrubbers and whatever GE optimisation exists matches well performance that we see on ps5.
Most of the ps5 unexpected performance such as vertices patent, GE and cache scrubbers you wont see in a die shot, as most are just looking for repeated patterns of metalisation to identify die functions..