I've saw the digital foundry video, seems like that the new tech from UE5 ha a lot of latency and artifacts, and it's inefficient with foliage/hair (it wastes 3/4 pixel calc when they are organizated in groups of four or more)
Because they are not using the raster hardware having 1 polygon per pixel does not cause them to lose polygon throughput. The raster engines in RDNA can output 4 fragments per triangle, so if your polygon covers less than 4 fragments you lose performance. The UE5 solution does not have this issue because it does not use that hardware.