Yes certain games would benefit from different fps respectively. But in this case it is the 30fps that made everyone go gaga. The take away I got from Nanite and the Eurogamer interview was that you need both high teraflops gpu and really fast IO hardware working in tandem to truly realize this kind of visual. So If you're pairing a 2080 with a standard HDD or a SSD multiple times slower than the one in PS5's you would compromise on the amount of polygons and details to be streamed no? Then again the engine is highly scalable so it'd be interesting to see how everyone fairs.
And I really doubt Lumen can run faster with RT on, just about all the games I've seen with RT on drains the hell out of fps.
I think you're misjudging what does what here.
The tech of the engine is that it can take zbrush level models and just dump it into the game. The engine handles mostly everything else for you. The rendering is happening at the smallest possible level, which is 1 triangle per pixel.
That means of the 20 billion triangles in that scene per frame, everything is culled to 20 million polygons, and then only 3.7 million of those triangles are being drawn, as 1440p, is 3.7 million pixels, 1 triangle per pixel is 3.7M triangles.
So simplistically, _any_ device that is running a higher resolution than 1440p using UE5 dynamic + nanite, means it's rendering more triangles and showing more texture detail than what you saw with PS5. So if you are doing say 4K for instance which is 8.7 Million pixels, you are seeing nearly more than ~2x the amount of detail on the screen if we continue to keep with 1 triangle per pixel.
But even 8.7 M triangles is still a significant culling from 20M triangles on the screen. Which means, ultimately, the 2080TI or the PCs with a fast enough SSD to stream in even lower quality assets or meshes, even just by a smudge will still be outputting vastly more detail.
So this is where the I/O argument starts to fall flat. PS5 with dynamic resolution only has enough muscle to output 1440p/30. The models it can import per second are significantly and vastly higher. But nearly all of that detail is culled away because it can't show it. I think someone can make an argument that PS5 could have reduced the mesh quality and achieved the exact same visual quality. But Epic wanted to sell how powerful their engine was in terms of just absorbing _any_ level of details (ie. for TV productions like The Mandalorian). Showcasing how powerful the PS5 SSD is, which professional level SSDs are capable of and higher, so that means there can be budget savings on hardware for that level of professional realtime rendering.
On this exact line of thinking however; it now showcases how important 4K is and 60fps (static and temporal resolution). Because 4K will actually show 2x more detail than 1440p. As opposed to just 2x better anti-aliasing at 4K.