The annoying thing is that the Xbox One can handle 1080p. The more annoying thing is that - generally - developers currently haven't got time to adapt their engines to jump through the hoops necessary to make it happen. The eSRAM is great and extremely efficient if programmed correctly, but a PITA otherwise (IMO). Sony pulled a blinder by announcing late-on that they were doubling their RAM and using GDDR5 throughout; it really caught Microsoft out (and many dev's who were working on the assumption that they were only getting half the amount of RAM!) A larger eSRAM pool would help to some degree, but it would up the cost of the base system. Whilst new features are available in the API that allow for efficient use of the eSRAM unit in the Xbox One, it means a change in how game data / assets are stored and presented to the GPU. This new 'tiling' methodology (DirectX 11.2+) is a good thing but it means the developers need to revisit their core engines and effectively handle tiled resources differently, whilst effectively managing the low level page tables, streaming, allocations, etc. that are usually carried out transparently (to some degree) by the API.