He is putting himself on a pedestal and growing an audience, which is part of doing the YouTube business.
Probably his best contribution was increasing awareness of Nanite’s cost when Epic was still suggesting that using Nanite was free.
The rest of it is highly opinionated I don’t really feel like writing a novel on those. I don’t write renderer’s but am aware that there are enough trade-offs and not one “real true answer” to go with. Also, let’s just say that a big-budget AAA game can justify more bespoke optimizations than most other games.
The performance discussion has taken a rather unhealthy turn. Last gen, a lot of stuff was baked since the hardware was not good enough to do things in real-time. Now it is, and the settings can govern the quality in those areas, too.
Settings are parameters. You could have a setting which governs how many light bounces you are going to calculate. You could calculate 2, 5, 8, 200000 light bounces if you wanted to. Of course, at some point, you probably couldn’t run the game at all with any hardware being released during your lifetime. The max settings of a game are simply the highest the developers have chosent expose to the player. The highest standard setting preset inside UE5 is called “cinematic”, it isn’t even intended to be used for games, but rather for ArchViz and the like. Most console versions use mix of low/medium settings. Many games don’t really yield notable benefits by using settings above medium/high for a lot of options.
The highest settings are not intended to be used without upscalers. Running native @ 4K is probably not going to be worth it from image quality / performance standpoint. For example, at highest settings the raytraced reflections in a puddle are detailed, but it is too costly to render at real time at high resolutions. This is where the upscalers come in, you can run the game at a lower resolution, upscale, and still have nice visuals in the reflections as opposed to running the game at medium settings at the native resolution without upscalers.
Because people take it personally when their hardware cannot run the game at maximum settings, and judge the game’s performance based on the maximum settings, it’s going to lead into developers just omitting proper maximum settings from the game and rather take the medium or high and rename that into maximum instead. The best we can then hope for is developers leaving the maximum settings behind console variables like how Ubisoft did with Pandora.