This is the top voted on /r/xboxone for features. If someone can post the same for Sony that would be create. I haven't found a compile list of features for that console. It is more detailed than yours:
Along with Gamerscore, players can now unlock digital artwork, characters, and stats through achievements.
Applications and media can now take advantage of awarding console users achievments (will not affect Gamerscore).
Achievements and Challenges:
There are now challenges, in addition to achievements.
Achievements are not changing, will remain the same.
Challenges are opportunities that can come and go; They can be a goal or reward.
Challenges can be used to unlock things during a specific time.
You can unlock them and win their rewards.
Once unlocked, they are saved to your achievement history.
They each have an icon to visualize the cool thing you did.
They often are associated with a Game DVR capture to show your friends that you are better than they are.
Developers can release more of them after the game’s initial release (more on that in a bit).
Challenges are time based. As just noted, challenges are only available for a certain period of time. Only your activity during that timeframe will count toward unlocking the challenge. Achievements do not expire, so you can unlock them at your leisure.
Challenges do not give out Gamerscore. We want everyone to have the same shot at increasing their Gamerscore to its highest potential. Since challenges are intentionally temporary (an opportunity) and achievements never expire (a promise), only achievements may offer Gamerscore as a reward.
Challenges may cross titles, but achievements cannot. Achievements cannot be shared across titles whereas challenges are allowed to span multiple titles.
Challenges can be unlocked by the community. Community challenges are typically goals that exceed what a lone player can accomplish in the given period of time. Imagine, for example, a game releases a headshot weekend challenge that requires players to cumulatively headshot 1 million baddies in a 3 day period. And every person who participates and meets the challenge’s goals gets the unlock on his or her achievement history and reaps its reward.
Achievements run on the cloud, allowing these features:
Allows Developers to run challenges across all players of a game simultaneously.
Developers can continue to add achievements after initial game release.
Get new achievements without being forced to purchase new content.
Lets developers monitor statistics of achievements and can respond with content to the interest of those players.
Most importantly, this allows developers to involve the community in the development.
"Xbox One's RAM is accessible as a unified chunk".
RAM can be controlled and divided up between GPU and CPU dynamically.
This allows different games and applications to allocate what's needed, rather than trying to predetermine ahead of time how much RAM should be given to each component (GPU, CPU, Audio).
Microsoft doesn't want to make assumptions, assumptions lead to limiting developers from the beginning.
4. Xbox One Kinect
Kinect is required to physically be connected to Xbox One.
Matt Booty on why Kinect is required:
"From a design point of view, we don't see [the Kinect] as something that would be separate from Xbox One itself." Booty implied that the Kinect could have even been built into the Xbox One casing, if not for concerns about players wanting the Kinect and the Xbox One in slightly different places in their living rooms. "It just happens to be in a different plastic housing, and I think that's just because of location."
Think of computers, you would never see one without a mouse or keyboard (we're not talking tablets here). The same thing is being done with Kinect, it's an integral part of the Xbox system
By knowing all Xbox One's have Kinect, developers "are going to find all kinds of new things to do with it because they don’t have to worry about it being a unique accessory or something that only a small portion of the user base has"
They're making the Kinect just as much of a standard as a camera in a phone, or a touchpad on a laptop.
Impulse Triggers – Xbox One’s Wireless Controller sports four vibration motors – a small one behind each trigger that adds precise haptic feedback to the finger tips, and a larger in each grip for large scale rumbles. This gives users a sense of in-game directionality and depth, creating rich, immersive experiences where gunshots, car crashes and explosions can come to life.
Higher Quality Headset Audio – The data transfer rate between the controller and console has been improved, allowing for higher fidelity audio in communication headsets. In-game chat over Xbox Live, according to the team, will be in many cases clearer than talking on a phone.
Revamped Thumbsticks – The thumbsticks are built for precision and comfort. They’re smaller and outlined with a knurled texture for better grip. Competitive gamers will be pleased to hear the sticks require 25 percent less force to move, allowing you to adjust your aim in a first-person shooter or execute a half-circle sweep in a fighting game faster and more accurately. The controller also uses advanced electronics that reduce thumbstick deadzone in the center.
Brand New D-Pad – The old Xbox 360 D-pad is replaced by a new design that pays homage to classic controllers and is architectured to deliver more precision and tactile feedback for gaming. The D-pad’s cross shape is honed to provide accurate cardinal direction input, sweeping movements and combinations – important factors for sports and fighting games, and other experiences.
Buttons, Buttons, Buttons – The A, B, X and Y buttons are lower to the controller with tighter spacing, making the transition between each one smoother. A new, three-step manufacturing process gives these buttons a more premium look, as if the letters on them are suspended in 3-D space. The size and placement of the Xbox button has also changed so the view and menu buttons are more accessible.
Seamless Connectivity – Each controller uses a combination of invisible reflective technology and LEDs to send a patterned infrared signal to your console and Kinect sensor. Not only does this make pairing the devices seamless, but it enables Kinect to associate the controller with whoever is holding it. This introduces innovative experiences, such as player switching, where a split screen display can swap positions on the TV if users change seats on the couch.
Low Power State – If you’re watching a movie or need to step away from the TV, the controller enters a low power state that conserves your battery. The moment you pick it up again, it will be ready for use without having to resynch with the console.
Refined for Comfort – The controller’s design is deliberately honed to the closest tenth of a millimeter to offer the most comfortable fit in users’ hands, and was tested extensively by a broader age group than ever before to ensure it is optimized for as many people as possible. According to the team’s research, this improves gameplay performance and allows comfortable gaming for longer periods of time.
Angled Triggers and Bumpers – The triggers and bumpers are carefully designed for performance and comfort. The specific angling allows for a natural fit for your fingers, and the triggers require a lighter pull, so squeezing it repeatedly is an easier and more precise action.
Internal Battery Cavity –The compartment that houses AA batteries is built into the interior of the controller, providing more room at the bottom for your fingers to grip. Another convenient improvement is that the controller is both wireless and a wired– simply plug it into your console with a mini USB cable and the connection automatically switches to preserve battery life.
There are two types of tragedies in life. One is not getting what you want, the other is getting it.
If you wake up at a different time in a different place, could you wake up as a different person?