I had a PS4 Pro at launch, and you basically went from like 1080p to 1800p with CBR, so not quite.
Ok if we want to nitpick - it was 1440p/
1.8x (which also turned out to be the most common PS4Pro upgrade) - but majority of those titles also ran better than original or had other enhancements.
But specifically I was comparing to 1st party-games that were done pre-launch:
Knack/Infamous = 1800p cbr (
1.6x resolution)
Uncharted = 1440p (1.8x)
Indeed shipped versions eventually had these exact upgrades.
The PS5Pro leak indicated roughly the same increases - arguably slightly better (one 1440p, and one 2x framerate). The point is the scaling clearly isn't linear with TFlops (regardless how you count them) - PS4Pro was ostensibly either much larger increase, or much smaller (if comparing to double rate) but real-world results may end up being very comparable based on what is known so far.
Now question was about 4k60 fps mode in HFW, if we talking- same 4k30fps mode just upped to 60fps aka 2x cpu and gpu power- impossible coz ps5pr0 isnt as powerful and we know it already, 4k40fps mode with that quality is possible tho.
See above regarding GPU scaling - it's not linear the way people think it is (and it gets even messier if we dive into details of resolution invariable parts of the frame - of which there are plenty, but I don't want to get lost in the weeds).
IMO - CPU scaling would be largely irrelevant to this case - as we already have HZD running at 60 on base console (and fidelity mode does f#### all to scale CPU complexity from what I've seen) - but I won't put my hand in fire it's 0%. But definitely nowhere near 100% that you indicate.
If we talking 1800p checkerboarded 60fps perf mode and making it to closer to 4k then its doable
Regular PS5 already ran at higher
native res than 1800cbr in performance mode - so that'd be arguing Pro can't even keep up with the base console.
so maybe we not gonna get as severe cuts in world detail and less pop in vs base ps5 perf mode but definitely we will get some.
Let's see - personally I think people grossly overestimate CPU impact on world-detail (and especially pop-in) in console games, mainly on account of 2+ decades of PC market being a shit-show in that respect. But to be fair - it's highly variable with the software stack, so it's possible it lands on either side of bottlenecks and we don't have any console benchmarks for this engine.