It is just a show how good are some developers with optimizing the engine.
Agree to disagree, I have a vehement dislike of NPR stylisation - and NPR should be easier to optimise or design for in the first place, so it's hardly a big indication of talent on the part of the coders.
Unlike the people that made their pre-rendered cutscenes that is, now that is stellar work.
Similar performance between different levels has more to do with a similar degree of level optimisation and design complexity than the optimisation of the engine that they run on - ie it's down to the level designers and their targets/max for a given platform.
It won't matter how efficient your engine is if one map has 20000 lights with a big variance in highly detailed geometry, and another map has only 100 lights with some very basic geometry repeated/instanced often.
The performance delta between those 2 designs would be quite noticeable.
Add in a significant variance in shader complexity and counts and it would be even worse again.