The question of PS5 vs Pro ray tracing performance is not just about one metric. A lot of things have improved, some of which were significant bottlenecks for RT in the base PS5. Consider Amdahl's law for this.
The PS5 can do 4 Bounding Box tests, CU, per clock. The Pro can do 8. But the Pro uses the RDNA4, which supports Oriented Bounding Boxes, so supposedly the Pro also has this, which means fewer false positives.
So the real world BVH test performance of the Pro will be significantly higher than what the theoretical numbers suggest.
The PS5 can do only one ray-triangle intersection test, per clock cycle. The Pro can do 2 tests. This means the PS5 can theoretically do 80 billion tests per second. While the Pro can do 280 Billion.
A nice improvement, but then there is the problem with shader occupancy, which craters while doing RT. The PS5 has 128kb of L1 cache. The Pro has 256kb. This means higher L1 cache hit rates, that can allow for switching to other task faster, having fewer stalls in the shader unit.
And then there is the issue with the PS5 having the RT units coupled in the TMUs. Meaning contention between work for textures and work for ray-tracing.
There is also the problem that the PS5 doesn't have dedicated hardware to traverse a BVH tree. So it has to do it in shaders or the CPU. But the Pro has it, so it doesn't have to waste compute power on this.
The Pro doesn't have this issue. So again, it's able to reach closer to it's theoretical limit.
These are just a few examples, of how the PS5 will hit limits much sooner than the Pro.