1) Falso, e lo sai pure tu
E va bene, andiamo nuovamente a riprendere le analisi di DF dei principali multipiattaforma PS4-One del primo anno/anno e mezzo di generazione (così da confrontarli con quelli di questo inizio generazione).
Assassin's Creed IV: Black Flag
On the PS we're looking at a crisp, native 1080p framebuffer , backed up by a new custom post-process anti-aliasing solution that works well in suppressing jaggies across much of the scene. This gives the game a clean look overal. Moving onto Microsoft's console, there's no special update to boost resolution on the Xbox One game, which renders at 1600x900 while using an older post-process AA algorithm that doesn't provide the same smooth level of coverage we see on PS4. That said, it's instantly obvious that the same level of image quality isn't present on the Xbox One release, which looks visibly worse in comparison even to the unpatched PS4 game. Essentially this translates to a fuzzier image on screen that highlights the breaking up of fine detail in the distance while smoothing over texture details. As we've seen in other sub-1080p games upscaled by the Xbox One hardware, overall image quality is further impacted by the introduction of an unwanted sharpening filter, directly responsible for the grainy pop that surrounds the texture work and foliage throughout the game and the visibly hard edges on foliage and complex scenery. It's disappointing that the Xbox One code is impacted in this way. on the PS4 we never felt or noticed anything other than a locked 30fps update at all during our four hours or so of capturing - an impressive feat considering the boost to 1080p rendering. The Xbox One version mostly achieves the same solid 30fps performance at 900p, but there are times when the frame-rate is noticeably compromised, resulting in uneven motion and even the odd torn frame
With the next generation consoles we have the level of stability required to let the gameplay breathe without hardware limitations getting in the way. This is perfectly demonstrated on the PS4 after the release day patch has been installed: 1080p visuals allow the intricate artwork to shine, while the rock solid 30fps update means that control is never disrupted outside of the game's somewhat erratic animation blending system and automated climbing mechanics. The Xbox One version unfortunately has a harder time delivering the same accomplishments, due to the lower 900p resolution and sharpening filter giving the game a much rougher look. The appearance of frame-rate drops in some scenes is also disappointing, considering the 30fps target and sub-native visuals, but on the plus side these issues were a fairly rare occurrence during our capture session, outside of isolated experiences.
Call of Duty: Ghosts
We start by taking a look at the PS4 and Xbox One versions of the game - both patched and updated. Here it's abundantly clear that one platform has a distinct advantage over the other owing to the vast resolution differential: fine details, subtle edges and complex scenery all appear sharper and more defined on PlayStation 4, while these elements simply aren't displayed with the same level of clarity on Xbox One, giving the game a distinctly fuzzy look that doesn't really tally with our expectations of a next-gen experience.
With the day-one patch enabled, we are looking at a native 1080p framebuffer on the new Sony console, backed up with a post-process anti-aliasing solution that looks very similar to FXAA.
Owners of Microsoft's new console aren't treated to the same level of quality in this area. 720p - also featuring the same post-process anti-aliasing - is confirmed, which is then upscaled to 1080p by the console before arriving on your TV screen. On top of that, a strong sharpening filter is also applied over the entire 720p image, encompassing both in-game imagery along with the HUD elements and even the main menu screens.
The end result isn't a particularly pretty sight: harsh edges are further accentuated over the additional jaggies created by the upscaling, while fine details, foliage, and the surface of water all appear quite grainy in comparison to the PS4 and PC versions. It's a crushing step down from the PS4's much clearer 1080p presentation, taking away some of the finesse expected from a next-generation product, but thankfully it's also something that you can opt out of.
Shadow of Mordor
Besides the 900p versus 1080p divide in native resolution, there are other noteworthy contrasts between the Microsoft and Sony versions. One of the biggest is in shadow quality, where Xbox One employs lower-resolution, flickering shadows that match the PC's medium standard. PlayStation 4, meanwhile, offers much sharper outlines - particularly on hand details as Talion presses to a wall, falling close to the PC's high setting. It's a clear PS4 lead here. The PS4 remains the best bang-for-buck version out right now. While broadly a match for Xbox One, its full 1080p resolution, higher shadow quality and increased foliage density barely put a dent in its v-synced 30fps performance. The Xbox One release is a solid 30fps too in matching frame-rate tests but the added visual treats on Sony's platform make this an easy one to call between the two.
Batman Arkham Knight
On PS4 the game runs at a full native 1920x1080 resolution On Xbox One, every single effect and detail carries directly across from the Sony release. Texture mapping is identical, and in terms of asset streaming there are only minor variances between the two versions when it comes to texture pop-in. However, it's a familiar scenario in the resolution stakes, and we get an upscaled 1600x900 on Xbox One that causes more pixel-crawl on distant buildings than we see on PS4. Xbox One's performance profile is very similar to its visual divide when compared to PS4; it's close, but falls shy in certain regards. The worst dips we see from either are at the 26fps mark when first driving the Batmobile. On balance, Xbox One shows a trend of more hiccups and tears overall as we glide through the city, though the difference isn't stark. It's not enough to detract from the playing experience on either platform, but it's fair to say PS4 is a smoother performer as an overarching rule.
The Witcher 3
Geralt's latest chapter is still very approachable on consoles. It's a visuals-over-performance setup that means both PS4 and Xbox One get a density to world detail that's rarely seen on console. And outside of the resolution divide (favouring Sony's platform at a true 1920x1080) core graphics settings are matched between the two, mostly borrowing from PC's medium and high presets. Performance is also a sticking point; PS4 is preferable in this case for its 30fps cap, though it suffers from some stutter, while Xbox One's uncapped frame-rate gives us far less consistent experience. We're still hoping for that optional 30fps cap option on the Microsoft platform.
Watch Dogs
On the console front, it's all too easy to recommend Watch Dogs on PS4 over its Xbox One equivalent: performance is more consistent and there's obviously the resolution boost to factor in as well. However, for the vast majority of the run of play, the two versions play in exactly the same way, and in motion the worrying notion of a significantly sub-native 792p rendering resolution looks nowhere near as bad as the raw numbers suggest. Console-wise, we feel confident in recommending both Xbox One and PS4 versions, but go for the latter if you have your choice of consoles: it's effectively an additional sheen of polish at no extra cost
E potrei continuare con tante altre comparazioni, ma il punto è semplicemente questo: il vantaggio di PS4 su One è stato NETTO fin dal principio e costante con praticamente tutti i giochi. Differenze nette nella risoluzione (non solo nell'ordine dei 900p vs 1080p, ma spesso la console Microsoft finiva addirittura a toccare i 720p), nel frame rate, nella qualità delle ombre, delle texture, dell'IQ o dei filtri post-processing. E One fat nom ha fatto che peggiore andando avanti, arrancando in maniera clamorosa in questi ultimi anni di generazione.
Ciò che stiamo vedendo in questi primi mesi di nona generazione invece è quanto di più lontano da questo scenario: non abbiamo una superiorità netta sui multipiattaforma di nessuna delle due console, men che meno paragonabile alle differenze che si vedevano fin da inizio gen PS4-One. Abbiamo molti titoli che girano meglio su PS5, ne abbiamo altri che girano meglio su Series X e abbiamo anche molti casi (la maggior parte) in cui entrambe le console presentano vantaggi e svantaggi reciproci, senza un netto vincitore su tutti i fronti. Se per te questo è un divario ADDIRITTURA SUPERIORE a quello visto tra One-PS4 (o One X- PS4 Pro, ancor più ampio), onestamente non so che dirti.
2) Falso pure questo, a momenti nemmeno vedi la differenza tra 720p e 1080p, figuriamoci tra 900p e 1080p

Una risoluzione che va il doppio rispetto all'altra e sicuramente più facile da notare. E' matematica, visto che parliamo di numero di pixel
Ma non è così, più aumenta la risoluzione e più è difficile cogliere le differenze
Distinguere un Full-HD nativo da un 720p o 1080p è certamente più facile che distinguere un 4K nativo da un 4K dinamico (specialmente con la presenza delle tecniche di ricostruzione odierne, che ormai stanno perfino rendendo il 4K nativo la soluzione meno conveniente ed ideale)
4) Infatti ti ho anche scritto che in alcuni casi PS5 performa meglio di X per via della risoluzione più bassa? Lo hai letto o no?
Non è assolutamente questo il motivo, le versioni PS5 non hanno un frame rate migliore per via della risoluzione più bassa, altrimenti non si spiegherebbe per quale motivo le versioni One dei giochi che giravano a 900p prendevano comunque schiaffi anche a livello di framerate dalle versioni PS4 che giravano pure con risoluzione più alta.
Abbiamo anche vari esempi di giochi che su PS5 presentano una risoluzione uguale (se non superiore) alle versioni Series X e allo stesso tempo conservano anche un vantaggio nel frame rate (esempi: Assassin's Creed Valhalla, Watch Dogs Legion, Control UE)
Uno spunto interessante su questo punto è stato dato dall'intervista di ieri di IGN al tizio di Remedy, il quale ha detto che al momento risulta più facile ottimizzare le performance dei giochi su PS5 per una questione di maturità dei tools e dell'hw più facile da utlizzare. Non c'entra la risoluzione minore o superiore.
Detto questo, ho perso pure troppo tempo, ognuno si faccia la sua idea e pace.
