XB1 has a memory architecture main ram / Video Ram very similar to PS2. With PS2 developers used the Vram to store the framebuffer and mainly the textures of their games.
When I see Forza and Titanfall with their average textures/shaders it reminds me the first PS2 games when textures had to be stored in the low 4MB VRam to have optimal performance.
X360 is another matter entirely because its edram can only be used as a framebuffer. it's not technically a main ram/video ram architecture. I see the 10MB of the X360 as a GPU cache specialized for framebuffer operations but the X360 has a real unified memory.
Where there is a problem with XB1 is with the ratio of Vram/main ram. When the ratio was 1/8 for the PS2, the ratio is 1/256 for XB1. When PS2 devs had trouble to fully store their texture for each levels in the 4MB vram we can imagine how it's must be difficult on XB1 to store the many textures/shaders.
32MB is not enough for next gen games, even with an old 3D engine. They have to limit their games with double buffers (screen tearing), have low quality textures (Titanfall/Forza) or just have bad performance if they can't store the texture/high bandwidth assets on the fast VRam (COD Ghosts, Battlefield).
I think after the XB1 no more hardware will ever try the main ram/Vram memory architecture. With the current techniques (deferred rendering, temporal AA, Triple buffering) developers more and more need full bandwidth on the whole memory: A unifed memory.
The ESRAM is only 1.6x faster than the main memory on the Xbox 360, while the EDRAM in the Graphics Synthesizer is 40x faster than the connection the Emotion Engine.