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the gap should widen for even multiplatforms, because the basic building blocks are mostly the same, so you have the same optimizations on XBone but more GPU cores to run them at higher detail. that is with assuming multiplatforms will largely throw away optimizations uniquely enabled by PS4's GPGPU and memory architecture... although that assumption may well not hold, because e.g. GPGPU modes can be used to more efficiently achieve the same ends as traditional shader programs.  but if you throw those away, you could view the remaining optimizations as scaling PROPORTIONATELY between PS4/XBone, but proportionate scaling starting rom 50% advantage still results in a larger numeric increase.  And GPGPU modes very well may be integrated into multiplatforms, especially since that aspect is quickly increasing on the PC side as well.  Using that capability for fundamental gameplay changes won't really happen in multiplatforms, but it can still increase the optimization MORE than even the inherent proportionate advantage enabled by PS4's GPU (other aspects of it also give it more advantages, e.g. ROPs).  And certainly for exclusives, the increase in power can enable a wide array of game play dynamics that go beyond just graphic presentation, but change the actual interactive experience... XBone being more limited is the platform that is more likely to dedicate it's power to just 'keeping up' graphically and not pursue more compute-intensive gameplay dynamics, while if the XBone's graphics level (or that of the PS4 initial games) is considered OK, then PS4 devs are free to apply the extra power from GPGPU and optimization on the stronger platform to creating actually unique gameplay dynamics. Meanwhile, they are also not constrained by ESRAM so can use a much wider variety of strategies and architetures in the game design.