Not really, it says that while the methodology is sound (something people did give grief to Battaglia for, sure) the conclusion about which GPU is inherently better is not what has been stated in this thread.
It is a scenario (“unoptimised old generation engine” as he put it) that XSX wins... and it is not unimportant, XOX’s successfully positioned itself not requiring developers to work too too hard beyond brute forcing their way to 4K resolutions and improved effects which helps some third party developers quite a bit (not all of them have time to get to know your customised Architecture well enough, especially early on... PS4 Pro suffered this quite a bit).
Correct and well laid out on both points. PS2’s approach was built for, added some complexity as you had to do all the manual mip-map level selection and upload in software, but you could texture as if you had a larger portion of memory dedicated to texture data (you would try to batch by texture to maximise the reuse snd simplify streaming new data in and out).
SFS taking ~1/3rd the memory and bandwidth than best in class PRT based virtual texturing implementation is another case where MS gave a easy to repeat sound bite without grounding it not to be called on it too quickly, but it is still misleading (people thinking it can amplify bandwidth by 2-3x over “regular virtual texturing on competing consoles).