Look, computing cores are probably almost identical if not identical for both X1 and PS4 and general feature set is definitely a close match in both cases (multitasking, 3D and compute, tesselation and everything one would expect from a modern GPU). Both are 11.2 for sure. Those pluses usually mean some extra stuff that's not exposed through regular 11.2 interfaces. Stuff like mappable SRAM would be that. Some new texture compression format would be in the "+" space. Custom filtering for, say, shadows' PCF would be in the "+" space. It's not PR, it's "these are 11.2 GPUs with some additional/custom stuff we can't talk too much about". Some changes that happened recently were well grounded in math. If you bump up the core speed, you get extra power. The memory controller case is curious but not impossible - driver code* tends to abuse HW design in many cases. You do this whenever you can to gain some advantage. Programmers have done this for ever - take C64 and sprites on the screen border. This has nothing to do with PR but I'm pretty sure that you wouldn't have a clue how HW is being exploited even if you got all the technical details on a silver platter. If it's PR for you - fine. But being ignorant in the "Console Technology" section is something that won't get you far around here.
* consoles have no drivers, they have thin code layer that mostly hides HW issues from the game developers and exposes nice and familiar interfaces to them
Thanks for taking your time to elaborate on the subject, I respect that.
I know that in the case of the 360, using embedded ram significantly helped with transparency effects (for example) because of the extra bandwidth. So I understand that it was a great advantage.
However, if the main (graphics) ram had an even higher speed than the embedded ram, then the use of embedded ram+'slow' memory would not be an advantage against just using even faster than embedded ram-memory. (I hope you understand my point)