Most games keep effects similar but sacrifice res/frame rate, but I guess it's because games have matured to a point where they want a "cannon" look, with just varying degrees of fine rendering fidelity. They don't wanna be fine running individual assets, particle effects, lighting set-ups or shaders for each platform.Which effects and techniques are generally diminished on the base XBoxOne compared to the base PS4, and which are likely to be in future?
Or is resolution the only difference?
But I bet all those things would look better on every platform had the base Xbox one been more competitive performance-wise. I feel like multiplat devs target the lowest common denominator with a slightly reckless leniency for low framerates on the base machine, and whatever they can't optimise by the end of the dev-cycle they compensate with an agressive res drop.
Or, they use Xbox one base as the measuring stick for where everything should be able to run, even if accepting shit res and some frame drops, and ps4 as where everything should run at 1080p at minimally solid frame rate, and then finally for X and Pro thet just twist nobs untill where they can get away with.