MS themselves call Sampler Feedback a variant of PRT:
Later even you do it yourself:
PRT is well-known and it's a strong possibility that others have their own efficient implementations.
Or that Sony picked that likely RDNA2 feature, too.
Nvidia has Sampler Feedback since 2 years (Turing) but didn't really advertise it to the public.
However, their pitch for it is different:
“By using Sampler Feedback, we can more efficiently shade those objects at a lower rate (say, every third frame, or perhaps even lower than that) and reuse the object’s colors (or “texels” as they’re referred to) as calculated in previous frames. ”
–
https://www.nvidia.com/en-us/geforce/news/geforce-rtx-ready-for-directx-12-ultimate/
In my understanding:
Nvidia advocates doing a lot less shading since the quality loss is minuscule and use that power somewhere else (cue raytracing)
MS wants to do the very best shading with the biggest textures because they can (seeing how Series X's Compute Unit only can do either shading or raytracing that sounds questionable)