cache scrubbers bring to the table
hardest issue with Sony in general is how tight lipped they are about their hardware. Even finding something on PS3 is extremely challenging at this point in time. For whatever reason it's always been easier to discuss MS consoles, either the information flows easily, or there are just leaks everywhere; and perhaps this creates a bias against PS because there's no real talk happening there, but if cache scrubbers do something, we're not likely to hear about it until a developer interview mentions it.
Right now I think a majority of PS5s biggest advantage is probably sitting with their geometry engine. I do believe after some time, and sort of aligning with Matt H comments around it vs VRS. the geometry is culled so early, and their hardware seems biased to cull significantly more triangles than it can rasterize, that there is significantly less workload going forward. Typically back face culling happens very late in the 3D pipeline, so you're doing lots of work on a lot of triangles and then tossing them very late. I think this can explain some of performance boosts we're seeing with RDNA 2 (6800 series) and PS5 for some titles for sure (just peeking at other threads for Triangle generation etc).
At least I think it plays a larger role than cache scrubbers, which my understanding from reading seems like a general non issue. I think however, when Mesh Shaders do finally come into play (as I don't think cross gen titles will write a separate path for them), this advantage would go away in theory. But right now, I believe the compilers are making full use of converting calls into primitive shaders, and they are culling triangles very quickly. This looks like a significant pain point for XSX if (a) they aren't setup to do this (can't convert 3d shaders to primitive shaders) or (b) they don't have the fixed function pipelines of RDNA 2 for it in favour of having more compute and feature sets (aligning a bit more with nvidia in this case). At least, correct me if I'm wrong, but I haven't heard any hub bub around how well XSX can cull triangles it's possible that it's not big on FF triangle discard. And according to hotchips (b) is very improbable. They indicate unified Geometry engine, that also supports mesh shading. Leaving (a) which the last we looked at the documentation back in June, they were not capable of leveraging the NGG yet.
tldr; Geometry Engine and Primitive Shaders are my main focus for investigation for PS5. If there is statistical bias moving PS5 ahead of regression, this is where I would investigate given the information that is available.
I recall this one moment in DMC 5 demo where XSX completely tanked and PS5 held steady but we're literally rotating in a near empty room with a statue during a cutscene.
Just spitballing, that was a possible situation where PS5 was obliterating triangles out of view/blocked/etc and because it discarded so much so effectively, all of it's triangle generation could be put towards visible triangles. And we saw XSX dropped really badly there, meaning it was wasting triangle generation on triangles that would later be discarded and thus we saw a huge frame drop. This post here on B3D where Voxilla was doing some benchmarking was the inspiration here to look for these moments:
https://forum.beyond3d.com/posts/2191463/
For perspective XSX is 7.3GTris/s maximum rate.