To clarify some terms:Can you be more specific? We are talking about eSRAM, and bandwidth! Xbox One bandwidth is funny since the large memory pool is slow, and the very small one is fast. But not as fast as we may think. Average its the same as PS4, but with limits on both read and writes!
So, how come you say that? Besides, the use of GPGPU should shoud allow for less memory bandwidth usage, and PS4 has more GPGPU!
With the exception of the limits placed by the RAW power, I dont see any differences between the consoles, and I only see the Xbox internal memory and bandwidth fragmentation as an aditional problem!
Also, as many games have shown Xbox usually has aditional performance problems alpha effects!
Bandwidth is a metric that describes the amount of data that can be moved over a set interval of time.
Latency is a measurement of speed.
If the objective is to measure speed, then accessing a single memory location of say 16 bits from DDR3 vs GDDR5, the DDR3 would be faster. It would take less time for the CPU to send out the signal to retrieve the data, and it would leave, go to the memory location and retrieve it and return it back to the CPU faster.
ESRAM sits in the actual APU, it's round trip latency will be significantly less just looking at the distance the data must travel. It is _significantly_ faster than any off-die solution when it comes to retrieve speed, not as fast as cache of course, but still faster than off-die RAM.
Bandwidth however is about how much data comes per second, in which if ESRAM is like a sports car, seats 2. But gets from a to b really fast. It would take 50 round trips to move 100 people. (lets assume the car is self driving). DDR3 is like a double decker bus. GDDR5 is like a passenger train. The train is much slower than the other two, but it's going to move more than 100 people in a single trip.
Hence your concepts of -speed- vs bandwidth are being used interchangeably, as you are looking at the amount of data moved over a set interval period of time (a period of time that is extremely not time sensitive as 1 second is _very_ long in computing time) and declaring a winner.
This is just speaking technically of course.
As many have noted here before, developers will optimize their games to extract performance out of their hardware, which is why bandwidth is a more important number than latency (at least for graphics)