A comment on the memory: Xbox One has a higher theoretical bandwidth than the PS4 due to the embedded memory.
It really doesn't. Effective memory bandwidth to the 32MB of eSRAM is probably similar to the PS4's GDDR5 memory interface, but definitely not higher. The difference is that on the Xbox One you only get that bandwidth to your most frequently used data. The main performance bottleneck on the Xbox One is not memory bandwidth, the GPU is simply not as powerful as the one in the PS4, especially in terms of ROPs. The Xbox One has 16, the PS4 has 32. This has been speculated to be the primary performance deficiency in the Xbox One, and is probably why it can't seem to keep up with the PS4 at higher resolutions even though graphics fidelity looks nearly identical.
Well, he's actually right. You're not factoring in main memory. You can use the eSRAM and main DDR3 at the same time. How well the eSRAM performs depends on how it's used, so it's down to the developers and workload. So yes, peak system bandwidth is higher, and average bandwidth is about the same. Talented developers will no doubt take better advantage of it. The on-die eSRAM is also extremely low latency. Even much lower latency than the DDR3, which in turn is lower latency than GDDR5. Of course, this probably won't be a factor at least until we see developers really working to squeeze the CPU side dry as well.
As for ROPs? I don't think the XB1 is ROP bound. There's a couple of reasons Sony went with 32 ROPs. First, their only choices were 16 or 32, and they're packing a lot more shaders. Second, ROP performance scales with GPU clock. The clockspeed is a bit low, so 32 ROPs was the obvious choice. XB1 on the other hand has less shaders and a slightly higher clockspeed, so 16 ROPs is probably more than adequate. There's at least one article on Anandtech that mentions this.
The bottom line is that PS4 has the raw GPU performance advantage. It's impossible to ignore this. Even with a slightly lower GPU clock, the PS4 has something like ~40% more raw GPU compute. If you end up being bandwidth limited, they are about the same, however. The only wildcard factors helping the Xbox One are things like CPU clockspeed advantage, memory latency, eSRAM, and the Move engines. But a lot of how much you benefit is developer dependent. A multiplatform title probably won't make the best use of the XB1's hardware in the first place.