No, I would explain it to the fullest extent possible if I felt people were unfairly underestimating the performance of my product. But because they aren't and are also releasing PR to downplay specs and talk up cloud I will naturally think the opposite like any technical minded person would! Especially when they've haven't been shy to talk about and compare specs in the past, as they did with 360.
I don't give the benefit of the doubt to any marketing or PR speak. Concrete numbers will do, thanks.
In terms of what this all means with regards multi-platform titles launching on both next-gen consoles,
our information suggests that developers may be playing things rather conservatively for launch titles while dev tools are still being worked on.
This is apparently more of an issue with Xbox One, where Microsoft developers are still in the process of bringing home very significant increases in performance from one release of the XDK development environment to the next.
Our principal source suggests that performance targets are being set by game-makers and that the drivers should catch up with those targets sooner rather than later.
Bearing in mind the stuttering performance we saw from some Xbox One titles at E3 such as Crytek's Ryse (amongst others), this is clearly good news.
As the performance levels of both next-gen consoles are something of a moving target at the moment, differences in multi-platform games may not become evident until developers are working with more mature tools and libraries.
At that point it's possible that we may see ambitious titles operating at a lower resolution on Xbox One compared to the PlayStation 4.
seeing as it is still Premature to extrapolate true performance, pure numbers will not do for a fair real world comparison based on what they are learning about their unique design. it will take time to see the results similarly to how the 360 was said to be Xbox 1.5 until 2 years in and by comparison to Ps3 titles and the numbers all went out the window