So the PRO advantages are:
64 ROPS vs 32 on XBONEX
Vega Features: RPM
Custom Features: ID buffer, CB Hardware, Multiple Waverfronts (has a link to FP 16, in essence more computation per CU)
Bandwidth Saving Features: DCC-delta colour compression, PDA-primitive discard accelerator to save bandwidth because Cerny did not increase memory or bandwidth that much.
XBONEX Advantages are:
Higher clocked GPU with Less ROPS
More memory +3.5GB
Higher clocked CPU (This one is really not a differential as PS4 has more CPU resources available because of MS's 3 prong OS)
Before anyone asks, +3.5GB because PS4 PRO has 1GB of DDR3 that can be used for background apps and that frees up to 5.5GB on PRO for games.
The takeaway is this, the PS4/PRO is just a better designed system. To even further relieve bandwidth issues it also has the 20GB/s sub bus for CPU-GPU-MEM comms....outside of the DCC and PDA.....Lets be clear here, MS simply added more memory, got a VC to boost clock speeds to settle at 6TF, I think that was done more for marketting than engineering because there's not too much custom about XBONEX's design. I think the idea at MS was to deliver a console, where the math would lead to a marketting buzz of 4.2TF against 6TF, and there you go, but looking at the innards, we can see there's more on Sony's silicon and custom design.
If Sony launched in 2017, it may have very well given us 12GB for games and 4GB of DDR3 for background tasks/os, but they designed the PRO to be a $400.00 system in 2016 at a 2x mirror factor over base. Yet, an extra 4Gb of GDDR5 in 2016 would have costed and placed the price beyond $400.00....so hence no extra GDDR5.....vapor chamber or putting in hardware like UHD (and that was a good call not to put in UHD because it has no use in a console trying to keep the $400 pricepoint and it also has no pull in the market).
Cerny is a real engineer, he never lied. He said why he designed the PRO to do checkerboarding for AAA graphical showcases, he said some games will be native, he said there were other options like 1800p, 1970p etc..He said there are many rendering options available outside of custom rendering and CB. He spoke of geometry rendering, he spoke of better TAA solutions with CB etc...He said that you won't get 4k textures in TR or Primal, because of the ram and bandwidth....."Cerny says that these assets can cost "millions of dollars" and doesn't fit into the core PS4 Pro ethos - cheap, easy 4K support for developers."...That was the design philosophy, not to spit out "highest quality pixels", "the X is a true 4k machine, none of that CB and upscaling BS on PRO, you want that get an S or PRO type spiel"....As a matter of fact, Cerny made it clear that the 4.2TF console would NOT do 4k native on AAA graphical showcases, that's why there's CB hardware and other features to make up for that and still give a nice image on your 4k screen....
As a matter of fact Cerny informed/educated us, that it takes 8TF to give you 4k consistently, and looking at the number of Dynamic resolution games on XBONEX and 1800p games, it just shows he was right....Yet, MS tried to market the XBONEX as a true 4k machine....In the end by hardware design and by his words, Cerny came out on TOP in spades.........