No, most developers develop in two strata, one for last gen and one for next gen. They won't bother too much with squeezing the very last ounce of power out of the PS4 if the lowest next-gen denominator is XB1. They'll just make 1 next gen port, since this time architectures are very similar right down to the CPU and GPU, and tweak settings higher for PS4.
I would be annoyed too if I found out a game was not optimized to queeze the very last drop of power out the console I payed $400+ for because some idiot executives of a competing console decided a 1.3 TFLOP GPU would be enough for 10+ years. That's a decision I made deliberately to experience the superior multiplatform console titles.
The very legitimate fear is that multiplatform development on XB1 will hold back PS4 and even PC titles. Developers will not come outright and say this parity thing is real. What happens when 6 years down the line a multiplatform developer wants to implement a feature in their game but can't due to the slow-ass, by then cretaceous, DDR3 RAM on the XB1? They'll have to cut it, or face the outrage of having significantly differing versions of the game.
We've seen this happen before when holstering guns in Mass Effect 3 was not possible across the board due to the severe memory limitations on 360/PS3, while the PC platform had no limitation on memory. It also happened in BF3 when planned DLC was scrapped due to the fact that holding riot a shield and a gun at the same time proved to exceed the memory budget.
Expect multiplatform games to be catered to work on XB1 hardware first, a configuration that uses an outdated GPU and an already archaic DDR3 memory configuration.