How is that "brute forcing" anything though? Hardware gets older and you get more powerful solutions because often times, there is no other answer than better hardware. I'm not sure how brute forcing applies here. Gamers buy a console in 2014, by 2018, much better PC parts are available for cheap and they choose those instead. Where is the brute forcing part there?
Which is cool but when did I ever say anything about the "origins" of frame generation? I say we got it on PC and it's slowly making its way to consoles. Frame generation is widespread on PC but still very niche in consoles. I didn't say a thing about anyone inventing it. Same for VRR which gained real traction half a decade after Wipeout HD. Regardless, that's besides the point because I misconstrued the top part of your post.
Correct, but that's already what DLSS does, so I'm not sure why you implied the Pro would make better hardware irrelevant? The 4070 at 1080p performs like a 4090 at 4K. You can use DLSS Performance a lot of the times and get a good image quality with a 4K output with much better performance than native 4K. Native resolution has been an irrelevant topic on PC for years now. The only useful thing about it is that it allows an apples to apples comparison without subjective views on how image quality stacks up. You said before that the RTX 2060 didn't make teraflops comparison irrelevant to which I beg to differ. It did definitely make comparing hardware directly irrelevant. What matters is the final result and the specs sheets no longer reflect that. Native is useless beyond academic purposes (or when the res is too low to do anything but that's another topic).
Brute forcing is where a game designed around 30fps animations and feedback loop on console is just being given a higher capped frame-rate on PC.
The SotC director made this point when 60fps talk questions emerged when Ico and SotC were getting PS3 ports with 3D added, The likes of Richard at DF have been playing the console peasants card since the latter years of the 360/PS3 without ever acknowledging that you can run a 30fps game and run it at 60fps - or more - but the gameplay/AI/Physics is still intrinsically of the 30fps design.
As for DLSS making native irrelevant that's definitely still noisy enough for each person to concluded YMMV, and I certainly don't prefer DLSS to native in the content I've tried it like the Matrix demo,.
But that's maybe the content and the lack of viewing on big screen, which comes to the real difference between PSSR and DLSS in context is that the requirements of releasing games on PS5 will require them to have a PSSR mode for the Pro, unlike the divide of games without or FSR/DLSS/XeSS sponsored titles on PC. This will be the first time at a system level, all games going forward will have AI ML upscaling and the effectiveness of it QA'ed at a platform level by the submissions team to make sure it is high quality.
Whether it means we see the end of DLSS/FSR PC exclusive sponsoring, or console being given an exclusion we'll have to wait and see, but PSSR in the mix from the Pro, I can't see a situation where devs would release first on PC to get the DLSS/FSR money and potentially kill console game sales by releasing later on console when they were cleared to add PSSR support.