We've discussed this before. The CPU will bottleneck the OTHER upgrades. Thats why its called a bottleneck.
Dont know how many different examples I have to give to show just how heavy RT is on the CPU. If they want to run RT at 30 fps then they will be fine. if they want to try 60 fps at decent resolutions, they will run into the bottleneck. if they want to run CPU bound games like Dragons Dogma and last years goty Baldurs Gate 3 at 60 fps, thats not going to happen. Point is that the best thing about the console which is the RT upgrades will be held back by the CPU.
And I have said this month sgao, games that have a CPU bottleneck currently, would not be made to hit 60fps, even when I thought the CPU would be clocked as high as 4.4Ghz. That does not mean that those games that peak at 30fps on the PS5, due to that CPU bottleneck, will not have a solid locked 40fps mode on the PS5pro.
And as for any game that will have a 60fps mode or even an unlocked fps mode that has its framerate hovering around the upper 40s or 50fps, the Pro will get those to 60fps.
Upscaling has a cost on the GPU. You can try this on PC any time you want. Reduce the resolution to 1440p or 1080p from 4k and compare the FPS gained to when you run the game with DLSS at 1080p or 1440p internally.
It's not freeing up anything. If anything, it will take most of that 45% extra power to achieve the upscaling. its also taking up an additional 250 MB of ram which thankfully got an 1.2GB upgrade, but it definitely didnt free up anything.
What it WILL do is give you a cleaner image that is comparable to DLSS rather than FSR2.
My issue with what you say is the extremist black-and-white takes you have. Whereas these things are never that cut and dry.
Yes, PSSR will have a cost, sony has said that 1080p > 4K will cost 2ms. Going from 1440p>4K will cost less, but then the argument can be made that the extra pixels rendered with 1440p vs 1080p will cost more than just rendering at 1080p and using PSSR to reconstruct to 4K. But what is important here is, FSR also has a cost (or any other reconstruction method for that matter), and its been documented to cost 2ms on consoles. So PSSR is not adding a cost that is not already there, it's replacing what is already there. And even better, with AI upscalers, over time, that cost will drop.
So that talk of it taking most of that 45% to handle the reconstruction is just nonsense. You also cant say its taking an addition 250MB, when Sony has literally given devs 1.2GB more RAM to use on the PS5pro.
And this is the issue I have with your conclusions, you talk like you and everything that has to do with consoles or game development exists in this digital vacuum. Whereas in practice, that couldn't be further from the truth. I mean we could literally have a situation where 1080P>4K PSSR returns IQ better than running 1800p native. And you will sit here and say that will not free up any resources? really?
Your approach to this is, well if it doesn't have this then everything else is useless (which I honestly think is a very limited or ignorant way of looking at things). Mine is that I have seen time without number that devs go about managing console resources in very interesting ways. I have also seen a fair number of games that have a 60fps mode. Fact of the matter is that there are more games with a 60fps mode than those without. Even Alan Wake 2 has a 60fps mode... and thats the poster child for UE5 third-party games currently. If the CPU was such a humongous bottleneck, I strongly doubt sony would have bothered wit hthis thing at all. I at least assume that we can all agree that sony has a better idea of what they are doing than any of us here?