I've been building gaming rigs for more than a couple of decades. Heat is NOT everything when it comes to a console. Consoles are already scaled down to maintain a target frame rate and heat dissipation is absolutely top priority when game and console developers release their products. This does also include texture streaming, post processing effects, bloom (light softening, spreading) shadow quality, antialiasing, lower anisotropic texture filtering, etc., you get the picture. Put your console in high fidelity mode and come back when you start to see artifacting on your TV/monitor due to overheating. Heat is absolutely a factor for PCs regardless if it is liquid cooled or not as it begins to degrade and bottleneck not only the CPU but the RAM, VRAM, GPU, and potentially the SSD all at once. Just one bottleneck can affect frame rate in a negative way. While PC's have a lot more visually aesthetic options available, it can be to our own detriment. We choose the option of high fidelity of a PC. My Alienware 4070 runs BF6 with some "insane" settings at no less than 90 fps and heat is never a problem and this does NOT give me a competitive edge over consoles. The game is well optimized for consoles but PC's get a great benefit from it as well.
PC's get resolution scaling as an option to use and one of the most over-used but underperforming features is frame generation. I can play a game at 50 FPS on my PC and use frame-gen to double it but the consequence is input latency; visual and felt input lag. This is well documented and disputed. I won't run with it enabled on BF6 for favor of a more snappy response time. We already have a hard time with dsync against console players. Many of us have recorded console players seeming to stutter-step ahead or behind our aim reticle once we manage to get a registered hit marker from both the client and server side hit registry. Google that and you'll be closer to understanding the problem with crossplay.
To your overexaggerated example, 500fps on a PC will not give you an edge over 60 fps when the systems calculate graphics completely differently. Anything over the monitor or TV's refresh rate (in Hz) may and often does create screen tearing which is worse than a dip in refresh rate as half the screen is a few frames ahead or behind the other half, split horizontally. Dig into overhead, threading, and background processes on PC vs Console. The big difference is that console has little to no overhead compute because the OS is tailored to just gaming where as PC's are versatile platforms capable of many things on the OS. Consoles are streamlined for this purpose. Any PC gaming rig builder understands the balance between frame rate, frame sync, and frame fluctuation. You will find top streamers playing on low settings because they don't want their FPS bottoming out when they are trying to perform well. They do not care about peak FPS. Most of the time they force a frame LIMIT to prevent screen tearing. That console was designed to maintain a steady FPS by sacrificing fidelity and matching TV refresh rates because console players only want to/can afford a stand alone gaming system. You're comparing pineapples to zucchinis.
Also, screenshots are easier to take and post on a PC platform. You're going to see more screenshots where the source is from a PC player. Your Google search looks for images wherever they may be. Duh.
EA should have shipped separate PC and Console versions and not doubled-down on their crossplay goals from 2042.