60fps in MP in KZ:SF must be proven, because for now its 30-40 most of the time. And latest footage of singleplayer had drops to 20s in some heavier scenes.
Lighting? Read about solutions in those games, Ryse is completely dynamic in terms of lighting, it has also much better shadowing system than both titles combined
Character models? Read about that in both games too, because Ryse wins here, not only characters models have more polys, but there are more of them on screen.
Animation? technically animations in Ryse are very detailed, probably the most detailed from all shown games, they just dont have transitions
Background geometry? We havent seen to much, but city in KZ:SF background has less than 500k polys after culling, its not much and there is no other game with grass like Ryse and that grass span through to the horizon and all of those are geometry with physics.
Cloth physics and body physics are best in Ryse
Motion blur and Bokeh are best in Ryse
We cant really talk about particles, because all games are different, but all of them are affected by wind and all of them are lit by light sources and shadowed by objects.
We dont know anything about water in Infamous and KZ:SF, but in Ryse its tessellated, its FFT and it generated real-time caustics.
All games use PoM, probably all also use tessellation for some geometry.
All of those games use Real-time reflections.
etc, so no Ryse is not technically inferior in any way.
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By the posts of Sebbbi on beyond3D ROP is limiting factor only if shaders are written in simple way.
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In every comparison between both platforms?