No, not really. Again, aside from a couple rather glaring things, that Twitter post is saying PS5 is custom RDNA2, which we knew from Day 1. We also knew Series X was custom RDNA2, also more or less from day one.
What's always been up for contention is what does that "custom" really entail, because we don't quite know what all the standard/generic RDNA2 features are. And even things we can try saying are standard/generic, after some looking it'd appear that could be down to a specific platform holder's partnership in bringing it to standard (such as Mesh Shaders likely being adapted at the behest of Microsoft).
The reason "custom" RDNA2 has always been a hot issue is because, at least regarding PS5, we have had Ariel and Oberon leaks that moreso fit the profile of RDNA1, particularly Ariel. 40 CU limit (same as RDNA1), mention of Primitive Shaders (same as RDNA1, albeit notably customized by Sony), mention of Geometry Engine (also RDNA1, though it's probably present in RDNA2 under the same name so that really doesn't tell us anything), etc.
Of course you can counter-balance that with confirmation of hardware-based RT, something RDNA1 definitely doesn't have, and even further with mention of cache scrubbers which aren't in RDNA1 or standard RDNA2, but could be present in RDNA3 PC GPUs as something Sony brought to the table, similar to Mesh Shaders in RDNA2 PC GPUs and Series GPUs brought forward by Microsoft. Seeing mention of no VRS by this graphics engineer doesn't really surprise me; speaking semantics VRS is MS's terminology for such a technique and they may have an implementation specific to them. Seeing though that Foveated Rendering is a basis of inspiration for VRS and FR was already in PS4 Pro for PSVR support, Sony might have an evolved implementation of FR in PS5 that's roughly similar to VRS, but with some differences.
(*Also regarding Oberon, its listing as RDNA1 can be rationalized as referring to an Ariel iGPU regression testing profile. Oberon was a major revision after all, and had at least two smaller revisions following it.*)
That's a bit similar to talk of if they have an equivalent of SFS; there isn't any evidence pointing to it, but the closest equivalent would be some evolution of PRT, which was already in the PS4. Worth stressing though is that PRT and SFS are not necessarily equivalents to one another as SFS seems like a very evolved offshoot that takes PRT as a foundational inspiration and went off from there. Even if there's a PRT "2.0" in PS5 there's no guarantee it's doing what SFS is doing, part of the reason being they may not need it when you look at their own focus of the SSD I/O and how it's prioritizing big bandwidth to try moving data in and out of RAM as quickly as it can, regardless of the type, up to a reasonable compression level. SFS is a much more discriminate approach that probably requires a bit more familiarity by devs to get a handle on, but mastery of it should yield very effective use of the Series' SSD I/O and memory systems to stay closer to PS5's SSD I/O despite what the paper specs show.
Really I think the more alarming thing here is no mention of ML being present, as a few other posters have mentioned. Not even having FP16 is a surprise. Another poster kept mentioning about there being RDNA1 cards with ML on them, but I think those were niche cards, not the mainline, mainstream offerings. It's plausible the Sony graphics engineer was referring to the main cards in what they said, which would be true, since for RDNA2 AMD've spun off compute-focused designs to CDNA2 cards, they mention this in their shareholders call back in...early March I think it was?
I can only imagine things like ML missing because Sony needed to prioritize importance of features vs. silicon budget and maybe they felt making room for things like cache scrubbers were more important and would benefit their design over having ML support that maybe could be done anyway (albeit less efficiently) in software on the GPU. Who knows. I just find omissions like that extremely surprising and it does bring into question about what other possible RDNA2 features could be missing or, present yet not as a big focus in the design of PS5.
So, uh, hopefully Cerny or someone else high up on the engineering team start doing a couple of interviews that can specifically clear the air on this. If it's "bad" news, then they need to try spinning discourse to something else or find a more clever way to dispel growing doubts, like with a visually arresting gameplay demo, real-time, played by a real person.
Or something (granted, I do just kinda want actual gameplay footage for next-gen now, even beyond Microsoft's show because after the 23rd, who knows when we'll get more from either).