According to paperwork the Xbox One has the more powerful CPU as it is clocked around 200mhz higher, Microsoft went on about it having a dedicated sound chip to take away the load from the CPU, where the PS4 has to use the CPU, though I don't know if that is true. The GPU of the Xbox One is clocked higher, it is probably more like 1.4Tflops vs 1.8 of the PS4.. on paper at least. Can Microsoft clock it even higher? We know that GPU is capable of being clocked to 1ghrz, can it in the Xbox One though? How much resources are being locked off from developers? Could be the power advantage of more GPU CUs on the PS4 actually be locked off for other things?
We just don't know all the facts yet and tbh the bottleneck right now seems to be the esram, on paper it is faster but there is little to work with. It seems like the PS4 is easier to straight port from the PC as it is just unified GDDR5, so more work goes into an Xbox One port. So as time goes on will developers get the hang of the esram? Yes, it'll only get better.
One thing that interested me was Respawn went on about upgrading their game to DX11 and 64bit when they knew it was going to be an Xbox One game. Is Titanfall using the DX11 API? Could DX12 be a factor in getting that game to run better? The API could be the major bottleneck for Titanfall.
We know that Killzone Shadowfall is running at 960 x 1080 and then upscaled to 1920 x 1080. So I don't think we can quite count the Xbox One out on power yet, I just wonder if developers just need to get used to how to use the esram more efficiently. We know the esram buffer is not too small for 1080p, it'll never do 4k gaming, but neither console will, 780ti SLI setups struggle at 4k. I think really the esram is just something developers need to work out, PS4 games are just easier to port to.
It'll be interesting to see, you cannot write the Xbox One off yet like every one seems to have done.
What I really want to find out though is if Titanfall is using the DX11 API, that could explain everything and if they can make the switch to DX12, it could suddenly be a massive change. The low level Mantle API for BF4 increased FPS dramatically, one benchmark I saw it went from 100FPS to 160 with Mantle, 60% right there..