What is full fledged RDNA 2 is not up for debate, AMD closed the door on that (
https://www.amd.com/en/technologies/rdna-2). PS5 seems to lack VRS and sampler feedback (not sure whether primitive shaders and mesh shaders are different things) while both consoles have omitted the infinity cache. It all comes down to whether a putative RDNA 2 GPU is showing the capabilities that defines the architecture.
They both only advertised that their solutions are RDNA 2 based. Not that they are 100% RDNA 2 carbon copies.
Yes, if you want to be technical about it, it does look like XSX has more RDNA 2 blocks. And, I guess possibly Zen 2 blocks with some extra customizations of their own.
Not being RDNA 2 in itself doesn't make the system deficient however, it just makes it not RDNA 2. They both set out to solve the same problems, but their approaches are different.
a) Solving the memory cost problem. At a maximum of 16GB to keep costs down, they needed to find a way to increase fidelity while keeping within the limits of 16GB.
Sony:
5.5 GB/s SSD + Kraken Compression
This gets them 80% of the way there. The remaining 20%, the memory has to get into cache for processing. So what to do? Cache scrubbers to remove that last bit of random latency to go from textures of SSD directly into frame.
MS:
2.5 GB/ssd + BCPack Compression
This gets them 50% of the way there. The remaining 50%? Sampler Feedback Streaming, only stream in exactly what you need, further reducing what needs to be sent and when. That gets you 30% of the remaining way. You still got to get it through cache, instead of cache scrubbers their SFS will use an algorithm to fill in values for textures being called by SFS. If for whatever reason the texture has not arrived in frame, it will fill in the texture with a calculated value while it waits for the data to actually arrive within 1-2 frames later.
b) Approaching how we redistribute rendering power on the screen?
MS exposes VRS hardware
PS5 in this case will have to rely on a software variant
C) Improving the front end Geometry Throughput, Culling etc.
MS aligns features sets around Mesh Shaders, and XSX also supports (hopefully by now) Primitive shaders
PS5: Primitive shaders and whatever customizations they put towards their GE
* they are not the same, but comparable.
From a hardware perspective, feature wise while they aren't the same at a technical level, strategically they have things in place to solve the same problems.
However from a software stack perspective, they are dramatically different. Xbox does everything through VM containers, and DX12 is likely significantly less efficient compared to Vulkan and GNM. If you are to compare GNM to DX12, you can see how much more register usage there is on DX12 over Vulkan for instance to do the same things on the GPU. That alone probably has a very significant impact on the performance of some games over others.