You know that is not true.
This whole debate has been going through the following loops:
1) Microsoft claims they have the best system for graphics the coming generation as the PS5 specs are released. This is also reinforced by every forum warrior out there. This analysis is more less only focused on Tflops.
2) Cerny's talk starts to disseminate and he claims that I/O will be a more important part of upgrading graphics the coming generation than what people think and spells out how much silicon Sony has dedicated in the PS5 to this.
3) Forum warriors laugh at Cerny as if he does not know what he is talking about since I/O does nothing according to them apart from faster load times.
4) UE5 demo is shown and TS says that I/O is key in making the demo as graphically rich as it is.
5) Slow realization that Cerny might (!) know what he is talking about rolls through the internet's underbelly.
6) MS starts to move their marketing from Tflops to Velocity Architecture etc - they seem to realize this as well.
7) Today the OP erroneously tries to state that the demo is not I/O limited in any way apart from requiring an SSD which both systems have. He reaches this conclusion by adding an apple to an orange and dividing it by pi (basically BS).
Questions still remain how much impact the I/O differences between the systems will have - both for third party and first party titles (personally I do not believe it will have an impact unless the game is designed to take advantage of it which most likely will be hard outside of first party titles). However, no one argues that UE5 will be able to run on a variety of systems but unless you chose not to believe TS the graphics in the demo will take some sort of hit on the XSX due to lower I/O capabilities.
How is any of this true?
1) The XVA was described in the Xbox Glossary page in March before the Cerny talk and the UE5 demo.
2) The XVA was a known discussion point for the Hotchips conference in August by at least the same time as the UE5 demo.
3) Phil spencer talked about the 100GB virtual memory partition and transfer I/O speeds from SSD at the speed of current gen memory in july of 2019.
"Phil Spencer: Thanks to their speed, developers can now use the SSD practically as virtual RAM. The SSD access times come close to the memory access times of the current generation of consoles. Of course, the OS must allow developers access that goes beyond that of a pure storage medium. But then we will see how the address space will increase immensely - comparable to the change from Win16 to Win32 or in some cases Win64.
Of course, the SSD will still be slower than the GDDR6 RAM that sits directly on top of the die. But the ability to directly supply data to the CPU and GPU via the SSD will enable game worlds to be created that will not only be richer, but also more seamless. Not only in terms of pure loading times, but also in terrain mapping. A graphic designer no longer has to worry about when GDDR6 ends and when the SSD starts. I like that Mark Cerny and his team at Sony are also investing in an SSD for the PlayStation 5 ..."
60 neue Spiele, eine neue Xbox-Konsole (Project Scarlett), Cloud-Streaming, neue Spiele-Abos und vieles mehr - Microsoft verkündete auf der E3 2019 jede Menge Neuheiten. Unser US-Korrespondent Roland Austinat setzte sich anschließend mit Phil Spencer zusammen, um mit Microsofts Spielechef tiefer...
www.pcgameshardware.de
4) MS has been touting these features as components of Directx12U since 2019.
5) In mid-March there were multiple various articles and breakdowns of the elements of the XVA in Eurogamer and other places... how could that be in response to Cerny's March 18th Road to Ps5 when the interviews took place prior to March 16th and were published then?
Not a single thing you said is true about MS' inflection. They have talked about these capabilities for a long time. No one listened then but its not that MS has changed focus whatsoever.