AAAAAAANNNNNDDDDDD
People still never read the Odyssey Roadmap till the final launch on the console.
The performance will be looked over in the interim between Update 5 and Full Release with the console.
But in-case you haven't noticed, the "Rendering" isn't the issue, it's the streaming in of the assets which adds to the smelting pot on your screens.
You can have 60 fps and the final render hitches and stutters from asset loading as you move and look around.
Moving around the planetary starports is more the engine trying to figure on what to render and not what to render, more than an issue with the render itself.
You see multiple lod versions of assets, reflections loading in and out.
Maybe the engine needs to have foveating rendering
or Cascading Render Maps.
Like cascading shadow maps, they look good. but a single texture projection can't work at all distances. and most systems can handle 3-4 Texture Projection "Shadow Map" since 2009, so Crysis 1 (a year or two before), introduced Cascading Shadow maps.
The sun casts 3-4 texture projections "shadow maps" at varying resolutions.
low-rez covers the entire player area,
a second low-rez covers well the mid-level.
and the Final high-rez is up in your face in the immediate play area. Giving the illusion of continuous shadowing from the sun.
Elite Dangerous Horizons and pretty much every game engine uses Cascading Shadow Maps as the ipso-defactor sun lighting for like 10 years now.
So...maybe one can work around the occlusion issues with
Cascading Render Maps.
The Game Renders continually renders your current resolutions but at super Low-detail settings AT ALL TIMES. (and with a secret high-fov)
Using that as the hit-scan / Render framework to figure out what is in view on camera and slightly off camera.
The low-res is fast, so it's always present and forms the base render.
Again, I think the high-graphic render and details isn't the issue but the occlusion is.
So the low-settings render arguments and blend with the high-detail pass render for stuff near-by.
Of course this would read to the mipmap and cascading shadow map issue of strong cut off,
but I'm only 5 minutes into my thought process

Screenspace shaders, blurring the two renders together. at a certain distance(?)