Character assets specs for Playstation5, Xbox X

Hi,

I guess this may not be the right place to post questions regarding recommended specs for assets to be ready for a transition to Unreal Engine 5, but I could not find the proper place, after searching, googling it etc.

As the title says, what will be the pipeline and specs (poly count caps) for character assets for Playstation 5, Unreal Engine 5 etc? Is the Nanite tech only for static meshes or will end up being used by characters also? I’m curious how the skinned vertices transformations will be calculated, performance-wise (a lot of vertices to deform etc). Will it use some sort of wrap deformer from a low-poly mesh to a high sculpt imported into the engine, like an intermediate optimization (kinda like the clothes setup do)?

I’m mainly worried about making characters now in a way that take the least amount of work, effort, to make them prepared for Playstation 5, Xbox X etc.