Seems like R* put in a good effort on both platforms.
I'd wager R* has spent more time developing one version over the other.
It's no secret that Xbox One's memory configuration has compelled Microsoft to work closely with third-party developers, identifying bottlenecks and helping them to write more efficient code, tailored to the needs of their system. Performance gains and advanced know-how is shared promptly after being acquired. In contrast, it's not nearly as problematic to get something decent running on PlayStation 4 in a similar timeframe (though not always obvious). It's evident from interviews that Microsoft has been more proactive in this area, out of necessity. In stark contrast, Sony are in the rewarding position where they do not need to share their most intimate and recently gained knowledge regarding the workings of their system, particularly when it comes to pushing its limits. They want their own titles to shine that much brighter, which is fair enough.
I'm not implying PS4 multiplats are being ignored--not by any stretch--but in regard to the inaugural wave of first-year titles, it's a reasonable inference that third-party developers are expending more time narrowing the deficit by refining and polishing the Xbox One version. Exploring the boundaries of PS4 is not a high priority for them at the present time. So far, external devs are using PS4's extra power in the most mundane way possible (exactly as Richard Leadbetter said they would). It's largely Sony's closest partners who are developing advanced techniques and exploring alternative avenues.
If Sony's first-party teams get to play with additional system resources (there was some early suggestion they do) then they need to be opened up to all developers, not merely a select few. As Microsoft overcome initial stumbling blocks, Sony may wish to revaluate the balance between maintaining such a strong first-party advantage and helping others to raise the PS4 version of multiplats more impressively above the competition.