Yea there are a couple of discussions floating about here about PrSh and NGG. and RDNA1/2 support etc.“On PlayStation 5 we use primitive shaders for that path which is considerably faster than using the old pipeline we had before with vertex shaders.”
The NGG is a driver path that compiles the old 3D front end into PrSh. And then there is explicit coding for PrSh, which I think is likely only available on PS5. That one is harder to prove, but in my experience, Sony documentation never gets out. So it's just safe to assume it does.
That being said however, IIRC, PrSh is a direct drop in for the existing 3D front end, which is why NGG can exist. Mesh Shaders is a complete overhaul of the front end, which is why it always require explicit coding to take advantage of it. And I don't know which games have or have not implemented it yet.
I do think PS5 likely supports NGG as well for developers that don't want to write PrSh.
Sometimes I think this is why we see more consistent frame rates on titles on PS5 than XSX. There are just other parts of the pipeline that can be hung up that won't get fixed by lowering the resolution.