No one is saying the area in particular cannot be ironed out on Series X. The problem is that every time XBOX has a deficiency, whether it's a remaster, a BC game, a cross platform game or a next gen ground up game, people run to excuses like tools, software issue, lazy devs....They never cite hardware issues. So I'll have you know that hardware issues can bring issues to the core in your software. That's why for so long people spoke of the great engineering from Cerny, no bottlenecks.....That is what they were talking about before these consoles released.....And let's not pretend for a minute that because a game is old, it's not tasking. It could be more tasking in an area where Series X is weaker to PS5........lower GPU clock rates, less CPU cycles for games, less custom hardware.
To be clear, this is very early days. I don't think any game has really made deep use of PS5's custom architecture yet, especially on the multiplat side. So all these early comparisons with BC and cross-platform games are but a litmust test. I think even bigger divides will show up when devs use the geometry engine, the cache scrubbers and use the SSD for more cache like secondary memory. The PS5 already has superior clocks, less CPU overhead and a superior memory setup, that is what is showing the divide in these early games, but it's going to get wider in PS5's favor when you start seeing the ground up third party games; like Battlefield, Crysis Next, The next Unreal etc....It will be funny, but even Bethesda games I can see running better on PS5 if they don't gimp it. Doom's natural evolution to chaos and effects on screen, something which Series X has a propensity to balk under, and how about the draw calls in something like Skyrim and Fallout or in busy sections where they are pushing effects, custom hardware will have to do lots of mitigating, superior clocks and a better memory setup already gives one console the leg up, who has better custom hardware shall provide the gravy...