No never, which is why Cerny is correct that there is enough power there to run both at 100%.
The flip side, is if we ask a CPU to take a 1111111111111 and add it to 00000000000 and then tell the CPU to just invert the values, add and then invert the values and place it back into the memory to do it again. That is a very simple calculation that would just blow your shit up
But usually if we aren't designing code to do that, finding prime numbers would heat your processors up pretty badly. And that's just a lot of division happening at once.
Cerny's not wrong that both can operate at 100%. But 100% isn't what causes power draw. It really comes down to what the developer is doing and how much of it.
Here might be a reasonable ideas that cause power draw:
Here is furmark running on a 5700XT
Basically what furmark does is render fur onto some donut shape and it's constnatly rotating. Each individual fur strand is rendered separately. So it's trying to draw and calculate thousands of strands of hair. This isn't textured, ti's just individually coloured as I understand it, I could be wrong though.
But yea, this would heat your gpu pretty good. Keep your eyes on the core clock speed as well as the temperature. This particular demo showcases an issue with the fan not working, so it's getting up there dangerously high. But once the temperatures are under control the core clock can stay up. Somewhere in here, Sony has to account for this. So we're not exactly sure when they would start downclocking frequency and how much by based on code. Improper cooling can happen, AMD really screwed the pooch on 5700XT release.
So I guess it might be simpler to say, running a lot of high density stuff is more power draw then less density. Might be a simple way to sort of describe things. High density geometry will start to slow down as you approach small triangles however. And that's just an issue with how we generate triangles. On compute shaders that issue doesn't exist. So yea, I suspect UE5 demo is pretty much the epitome of pushing the limits of graphical hardware in power in real world use cases. It's capable of really pushing the hardware on both geometry and lighting.