it turns out, bindless textures and unlimited descriptor sets is extremely helpful for instanced drawing, which is of course heavily used by modern games for environment detail; it means The Surge 2 can draw all of its surface decals onto the G-Buffer simultaneously in a single instanced draw call, avoiding ALL of the penalty of rebinding textures between sets of 8 unique decals
elaborating on this: if you're only able to draw 8 unique decals at a time, you're locking the entire G-buffer to do this draw, which means the next 8 have to wait on the previous 8, creating a serial bottleneck. instanced draw + all textures available in the pipeline = the GPU can draw all of these decal meshes on all the attachments at the same time potentially in parallel. since a single draw is exponentially more expensive at higher resolutions, the parallelization helps A LOT
I would be surprised if Sony continued to support the GNMX API for the PS5. Seems like raw GNM/Vulkanish is really the path forward.