without optimisation for either console, a platform-agnostic development build can run at around 30FPS in 1920×1080 on PS4, but it’ll run at “20-something” FPS in 1600×900 on Xbox One. “Xbox One is weaker and it’s a pain to use its ESRAM,” concluded one developer.
This is huge. Bigger than the "maximum theoretical performance" debate.
It's widely known (i.e. there are presentations on it) that when Cerny designed the PS4, he prioritised "time to triangle" so developers would be able to get something running at a decent speed (as evidenced above).
This is going to affect indies and middle tier developers the most.
It might not matter that Ubisoft, EA or Activision has to hire a few developers or outsource the Xbox One build of a game out, however to your indie teams they don't have the resources.
These one man bands, best friends or teams under five people - Microsoft has lost these guys. Who can afford to spend all that extra time optimising when your PS4 build is already firing on all cylinders within weeks.
I betting there are going to be more PS4 de facto exclusives because of this.
Guess what - this was totally the plan from the beginning.
In a recent interview for 4gamer (
http://www.4gamer.net/games/990/G999024/20130911114/), Shuhei Yoshida showed great nostalgia for that time in the PS2 era where there were tons of "mid tier" games coming out. They want to recreate that era. The indies of today are the mid tier of tomorrow and Sony has them all exclusive, not only because of developer relations but also because of their hardware design.
Mister Mosquito 3 - fucking bring it.