I would say it has gotten better. The first 17 pages were an absolute shitshow, with one post(after MiyazakiHatesKojia says devs like PS5 more) where someone reposts a ResetEra post about how many devs have liked PS5 more full of links to out of context tweets and RestEra posts from devs including
this from Mike Evans(how are these even relevant to the thread?). After Page 17 people actually started talking about XVA. It definitely got a bit better.
Fair enough. I was mainly comparing it to the bulk of the discussion that started to happen after page 20 or so. There were some good discussions there. After page 45 it all turned to the same discussions in the PS5/(not)XSX speculation thread.
In any case...
How many tiles are their normally in a frame?
That depends on a LOT of things. It's even hard to give a ball park figure.
If you have a wall, and you're directly in front of it, you might have a bunch of repeating mips, meaning you don't have that many unique tiles. Anything that is repeated doesn't require multiple loadings.
On the other hand, if the wall is extremely large and you're looking at it at an angle, you'd have to load multiple mip levels with different details in order to not overtax the GPU with unnecessary calculations for the mips that are located far away from the camera.
And you're gonna have draw distance be an influence on this, since generally the more draw distance the higher the chance unique assets need to be loaded.
If you have lots of different foliage it's gonna become more taxing... Too many variables.
I guess the absolutely worst case scenario that you will never reach is if each pixel requires a different tile. For practical purposes, all we can really say is that it's way way WAY below that.
I have no idea how many tiles you would need to load on average. But considering Microsoft measured the amount of textures that are actually used compared to the ones that are loaded, they most likely have a very good idea how much tiles require to be loaded each frame, and I don't think they'd deliberately under-design the console.