So anyone who's using this game as a definitive proof of "bottlenecks" in Series X or superiority of PS5 design really doesn't understand game design or tech. For starters, if you're saying that it's less geometry-demanding games performing better on Series X, that doesn't make a lot of sense considering most of these games, especially cross-gen ones, are still leaning on the traditional graphics pipeline where things like pixel fillrate (another area PS5 has an advantage in) would matter.
Logic would say that if less geometry has to be culled, would that not increase the advantage for PS5 in multiplat titles that otherwise have better performance on Series X? Understanding that, then can we try not using any of these early games (especially cross-gen ones) as indictments or absolute proofs of a system's bottleneck weaknesses/supposed technical superiority?
Because the way I'm seeing it, a dev like From Software (for this example) are probably a lot more used to Sony's APIs and middleware tools, acclimated more with their hardware architecturally, and given most of their fanbase console-wise are on Sony consoles, likely prioritize that family of devices as their lead platform, so any performance issues present among multiple console builds are going to likely first get cleaned up/addressed in the Sony platform versions before others, logically speaking.
This doesn't ignore the fact the PS5 version (at present) has better overall performance, but the sheer amount of e-dicking from some people to use one game example to indict another platform's design decisions is baffling and hilarious, and it'd be the same way if this was a game running better on Series X. At the end of the day, these are still cross-gen games in design and most are still games probably leveraging PS4/PS5 as the lead target platform, it'll be a while before we start seeing next-gen only multiplat games starting to harness fully the strengths of these systems. And even then, it'll come down to if they favor the traditional graphics pipeline or a more modern mesh-orientated graphics pipeline, as one system has a decent advantage for the former and the other a decent advantage for the latter.