The question was exactly in that area of subject, and I get no idea what got you to deviate in describing what an example pipeline does. For example, nothing in that picture says '6 TFLOPS will suffice'. So, back to the question: what content do you envision will be handled by Scoprio so that it would never need an extra flop, ever, at 4k?
Don't twist my words, what are you trying to reaching for?
I said (paraphrasing): MS did not see a need for the FP16 double rate feature as they think they will be fine with what they have (GPU spec, mem amount and speed) to achieve native 4K resolution with the supposed (and researched) render pipelines in those games.
If you ask for a specific 4K render pipeline image where it says "that are our 4K render passes for Scorpio" in it, I have none. Please ask Ubisoft, Dice, Microsoft, Monolith, Playgound, Turn10 or whatever studio for one. But the one I showed can be used with a 4K frame buffer as well. But you may already know that.
What content will be handled by Scorpio? What do you thing I expect on a gaming console? Games of course!
I also expect the majority of games in native 4K on Scorpio. Not all of course and I am talking about new released games. Already released games is another story as they need to be patched for 4K frame buffers.