This was a great tech demo emphasizing 2 things:
-level of detail
-pumping out triangles
-Vast open world (flying sequence even though it was a cut scene)
Focusing only on PS5, the game could have ran on 4K @30fps (there were dips lower than 30fps in the demo) and PS5 is totally capable of that If the following were done:
-Using finished Unreal Engine 5.0
-Giving them more time
-You can have the same level of detail with adaptive tessellation, variable rate shading because its mostly due to texture work. The statues in my opinion dont need that many polygons to have the same shape, size and appearance.
The limited tech demo was mostly about exploration and scenic environments, but you are not going to be doing that all the time in most games. You will have to fight/dodge enemies, online play with other players, local multiplayer etc. and that is taxing on the CPU and GPU and on top of that trying to maintain a resolution of 4k and framerate of constant 30fps. Then on top of that there was no Raytracing implementation which is further taxing on the CPU/GPU. How PS5 will achieve and balance all these factors has yet to be seen because this was 1440p/30fps (with dips) with barely anything going on and a cut scene at the end.
Saying that PC and Xbox Series X cannot have the same level of detail, due to the limitations of the SSD is just not true, and please dont quote Tim Sweeney and tell me to re-read it because I have already read it. To say such a thing you will need to run the same exact demo on PC and XsX to demonstrate that is actually true. That is a great projection and assumption based only on quotes and embracing them as gospel. Every developer third party or first puts their own 2 cents into hardware components to achieve their vision of a game:
-"The SSD is fast, but what really matters is the CPU"
-"The CPU is fast, but what really matters is the GPU"
-"The GPU is great, but what really matters is the SSD"
and repeat to your hearts content.