I've been talking heavily about geometry processing and triangle discard/culling advantages that PS5 could have over XSX in another thread. It may be worthwhile to move/merge that here since we're no longer really discussing any of the videos.
Examples of where I believe XSX is suffering from major culling problems in the post below. Once again, I believe XSX is failing to cull well or PS5 is doing an extraordinary job at it. But this is starting to become the pattern that I'm latching onto. Culling may actually do a great job at possibly explaining the Corridor of Death in Control. And the issues with XSX and major drops in Hitman 3, in particular with the flowers (obstruction) and the zoom in sniper rifle (once again, a culling limit)
https://forum.beyond3d.com/posts/2192110/
Another example again.
So the hardest thing is that we're not actually sure what parts of the area is loaded for us to play since it culls the stuff we can't see. So it's hard to say it's just this or that. But if you look at the frame graphs this is unlikely to be CPU issues here, and I believe we're looking at triangle culling limitations again.
This other area here in Cold War:
This could be another area where we triangle discard and generation as being more important as you need to render a lot of triangles being high up in the sky with complex geometry, and having better discard will help with this considering how dense this particular scene is. The assumption is that COD uses compute shaders for culling, but triangle generation is still a key factor. PS5 should do about 22% more triangles than XSX.