He disagreed with one part of the bottleneck, specifically the buffered file access as it can be avoided with unbuffered file access, circumventing the kernel overhead. Outside of that, he agreed with the bottlenecks on PC causing it to be unable to compete with PS5 in file IO department.
"with the PS5 managing 30fps at 1440p while the laptop hit 40fps at the same resolution from within the editor itself. "
The guy never said witch resolution he run the demo on his laptop.
But he said at the end of the video that Nanite can run in MB/s instead GB/s if you choose 1080p and downgrade to 1-2 triangles per pixel.
Another mistake in the article is that PS5 runs at 30fps because it is locked with VSync in place... you know to get 30fps with VSync you need to be over 40fps... so even ignoring the resolution (and settings of the demo) the 40fps on his laptop doesn't mean he is running it with better framerate than PS5.