In effect as opposed to contradicting my point you actually just give an example of what I'm saying. The engine is only the same in the two vehicles on paper. The cylinder size is the same. The viper v10 is not the same engine as the v10 in a truck. Same block yes, but thats it.
What I'm saying and what others, sadly few others, have pointed out is that gddr6x isn't comparable like for like with gddr6. The purpose of vram is at its core to make up for slow IO access. Now ignoring the new fancy pants future IO which will very likely reduce vram needs, the extra speed of 6x (reportedly a doubling of operations per second) over 6 should allow higher data turnover between disk and vram. Also not forgetting that system ram plays a part in this too.
So you've got the drive loading data to system ram and then on to vram the pipelines for which are not saturated at present. Id infer that 10gb is more than sufficient given the typical path of daya and that they were able to drop the total vram very easily directly because of its performance.
I think a lot of people have a very simplistic view of how vram works, like level is copied from disk and sits in vram with assets etc while you play the level. Then at the end its all cleared and the next level is loaded in. In that visualisation its insane to think that you wouldn't just need more and more vram. But its actually a very oversimplified view of a very complex process.
Like when people used to shock dead bodies to, you know, get em going again.