I guess this s the new narrative now.
At this point, there s no need to even address comments like these.
Its not that no one would use the extra power. It's about how that extra power would present and what it translates to.
Its a simple case of either higher native rez, or a higher framerate. Not both. And the logical thing for any dev to do is to look the framerate and dynamically scale the rez. What that translates to is that the PS5 would on average rn at scaled-down rez from the XSX about 15-20% of the time. While everything else remains exactly the same.
And while I and many others have repeated this, that means that The XSX could be at 2160p@(Y)fps (where Y is whatever fps lock the devs set out for) 100% of the time and the PS5would be at 2160p@(Y)fps around 80%-85% of the time. All effects and assets would be the exact same thing with the only difference being that when that part of the game comes along that is taxing on the hardware, the XSX would likely be able to hold its rez @2160p while the PS5 would scale its rez down to around 1800p/2052p to maintain the locked framerate.
That's what this nonsense is about. 2160p vs 1800p/2052p - 2160p.
What makes all this even crazier is that with those kinda rez targets/range,1800p - 2160p ; 95% of the people out there wouldn't be able to detect or tell apart. Its actually easier to see a difference between 1080p vs 900p (around a 40%+ rez difference), than it is to see one between 1440p vs 2160p. Even though the latter is over a 100% resolution difference. And that's simply because when pixel count is already that high diminishing returns kicks in and it starts getting really hard to tell resolutions apart. And yet such a fuss is being made about 1800p/2052p vs 2160p. Even crazier when you consider that those drops in rez on the PS5wouldonly really happen about 15-20% of the time.
Crazy times.
It can be also used for effects, its a matter o developers choice on how to use the extra TF. It's not mandatory to use it just for res or fps increase.