Your just talking about teraflops, weve already seen games that miss features on series s that are on ps5 and series x infact hitman 3 has better settings fps and resolutions on ps4 pro than series s.
True about teraflops but also feature parity (feature parity is very important going forward, but not for cross gen games). But that's mostly because I don't think futurology is useful right now.
We'll have to wait and see. There are certainly some custom features on PS5 (SSD speed and the compression engine) that could make things more difficult if games decide to rely on them, but Xbox also seems to have a few RDNA2 features that might perform better or equivalent to Sony's.
With the Hitman 3 example I have to say, there is no reason for it to perform worse on the Xbox Series S other than less optimization, bad tools or less experience. This, because PS4 Pro is a 4 teraflop console (older architecture though) with less RAM and that RAM has similar bandwidth with less decompression capacity to it.
We can look for bottlenecks all we want, but unless the thing is bogged there are just none that justify it.
Developers have talked about the bottlenecks of series s for months now and even recently the remedy developer heres the link The big bottleneck isnt just teraflops its the ram thats the big bottleneck and in video games ram is 90 percent more important than anything and developing a game made to use 13.5gb on series x and ps5 then port to series s with only 7.5gb is virtually a big headache doesnt matter about how fast the cpu and how many teraflops you have the amount of data structures behind the games logic is the bottleneck people just think if u lowered resolution and textures then thats it

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Developers are bitching about the fact they have a third spec, and it's not as close as the other two. That's normal.
Of course it's not a flick of a switch, but it doesn't seem like such a big problem either. Anyway, it's probably wiser if you build your game code to run on the XSS and then scale it up rather than the other way around (you'll even end up with more RAM available this way).
But, doing it the other way around is the problem PC ports to consoles have had for decades. And the solution is the same: do the game with consoles in mind then scale it up and that way you avoid pulling a cyberpunk.
Consoles arent pcs everything is introcately made to use certain budgets and resources you have and when a game is made for 30fps on a series x and ps5 it will suffer alot of cutbacks on series x that its basically pointless, it destroys the game directors and designers idea basically some games would be totally pointless to play on series s because they wont have the designers vision. Imagine if you wanted to have a scene that the gameplay mechanics require it to have raytracing, 100 enemies and 2 huge monsters for instance a god of war level thats designed with the games plot in mind and then its 30fps on ps5 and series x using everything on this consoles and then you port it to series s but can only have 50 enemies no raytracing and 1 monster! This is exactly why some developers would just make shitty ports to series s especially big triple a devs its just an utterly pointless and nagging peace of hardware its exactly why most developers are low blowing microsoft for not listening to them and appreciating sony for listening to them.
Why would you be limited to 50 enemies and 1 huge monster, if your CPU is the same?
And I have to say, Ray Tracing on these consoles is very limited, all of them. Games without RT, worst case scenario, look a little less realistic and run a lot faster. It's seldom transformative, again because current hardware RT capabilities are limited but also because it's complementary, you don't need RT to have good graphics.
The whole graphical fidelity argument I don't get. Xbox Series S is not a console for the best graphical fidelity, but then again if you as a dev want graphical fidelity and the best spec available why are you developing for consoles? You are because it's where the money is, that's why even Sony is backporting their games for the PS4, and devs are not complaining about it.
Graphics are good enough now for most people over on any console minus the Switch, and a dev citing "vision" made a lot more sense a few years ago when that could mean the difference between a game or a gameplay experience even being possible or not - I don't feel like that is the case right now, and that the biggest leap this gen to the prior is really CPU.
In regards to vision, I think the already mentioned SSD speed+decompression block combo on PS5 will mean a lot more than the things you mentioned for devs that don't need to take other platforms into account. Naugthy dog and Guerilla games will love it, that's the most transformative feature so far.