I don't think that is what all that means.
What he is saying is anyone saying 56/60 or 60/64 is wrong. He didn't say 54/60 is wrong.
What he also is saying, is that PS5 and in turn, PS5pro is using the same GPU blueprint that the PS4 used. To put that into context, PS4 had 20CUs. PS4pro had 40CUs. A pair of shader engines (SE)with 20CU each. Same thing with PS5.
PS5 has 10WGs/SE. So basically 20CUs per engine. And like the PS4pro before it, has a pair of those SE. What the PS4, PS4pro and PS5 have shown, is that for whatever reason, `viola` does not accommodate more than 10WGs(20CU) per SE. And disabling CUS per engine must be identical across all SE.
This means, that PS5pro has 3SEs with 10WGs each of 2CUs per work group. disable one WG in each array leaves you with a total of 27WGs. Or 54CU.
A good RDNA3 reference would be the 7900xtx. That has a total of 6 SEs with 8WGs per shader engine.
The seri X is an anomaly,it also uses 2 SE, but has up to 14WGs per SE. Sony, would not be doing this, as they would want to keep the SE core identical to the PS4/PS5. Doesnt matter if you have 2, 3, 4 or 5 SEs.What matters is that the number of WGs you have in all of them is the same as whatever you are trying to maintain compatibility with. At least so far that's the design philosophy Sony has been using.