well, maybe overwatch on consoles is very memory-hungry. This is really a big flaw of the PS4 Pro. It has much more power (than the PS4) but the "added" memory and bandwidth is really disappointing.DF Article on Overwatch Xbox One X patch, which was only a 650 meg update: http://www.eurogamer.net/articles/digitalfoundry-2018-overwatch-xbox-one-x-patch-analysis
Now this is more like it. Blizzard's Xbox One X update adds a dynamic 4K solution which adjusts the pixel count to suit the 60fps performance. The reality is a range between 2112x2160 and 3840x2160, though typically at numbers in between when the action kicks off. It's a big advantage
Beyond this you're broadly getting the same package as PS4 Pro. Shadow resolution is a match between the two, falling short of PC's top quality shadow setting, and while the improvement is only very subtle at best, ambient occlusion presents improvement on the Xbox One X as well. Beyond that, the visual feature set of the game remains firmly in console territory, so PC's higher end reflection settings aren't implemented.
In terms of performance, 60fps is crucial to the Overwatch experience and on PS4 Pro, there is a sense that fixed 1920x1080 resolution gives it a comfortable overhead in keeping 60fps performance locked down. By comparison, Xbox One X shows small and occasional signs of strain in sustaining its target frame-rate. In a nutshell, the game uses an adaptive v-sync to render out incomplete frames, if they exceed the render time budget. What that means in practical terms is screen-tear on Xbox One X. At times, you'll see the top third of the screen briefly showing tear artefacts as the renderer tries to keep up with the action.
As such, actual frame drops are very rare. Barring one or two hitches, 60fps is practically locked down on Xbox One X. The only small downside next to PS4 Pro is the outbursts of tearing at the top of the screen, manifesting as a slight wobble, but that's a relatively small price to pay for the resolution increase. Again, taking areas which show the lowest pixel count of 2112x2160 - taken as the worst-case scenario for the engine from our test range - the frame-rate only drops to 58fps.
It's an excellent showing overall and the implementation here is so impressive that it only deepens the mystery surrounding the lacklustre Pro upgrade. Xbox One X does have big compute and memory bandwidth advantages over its PlayStation rival, but at the minimum there's a 2.2x increase in pixel-count when the X's dynamic scaler is pushed hardest, rising to a more typical 2.9x in busy gameplay, propelled upwards again to a full-on 4x in less busy scenes. Despite the spec advantage, we still feel sure that PS4 Pro could deliver much more.
Blizzard was never a master in optimizing their games for hardware-specs. Blizzard always tried to optimize them for the fun-factor.
Right now they are trying to upgrade the Engine from World of Warcraft to DX12, really doubt they could squeeze everything out of the consoles. More or less the "just" doubled (I know it is a bit more) the res on XboX and quadrupled it in best case. Nothing really astonishing if you look at the specs of the X and the base hardware.
I don't want to downplay the patch or the work of the blizzard team, but you can see that they haven't reinvented the game-engine to get it on the X, they "just" upped the dynamic resolution. And we need more patches that do right that (e.g. BF1, Mass Effect Andromeda, ...).
If they bring out patches, they don't even need to use the newer SDK or something like that, they just need to increase dynamic res for base-hardware. As the XboX has 3TF GPU, more bandwidth and cpu-power available for base games it could automatically increase resolution beyond the base-consoles. Only memory could be a problem with this "old" mode.