You're wasting your time, he clearly is too deeply mired in his love of Microsoft to even pay attention for a second.
The only person he'd listen to is Brandon, but I doubt he'll care to set him straight.
I already stated a few pages back my thoughts. Assuming this information is correct (which seems reasonable but not yet certain), then it seems the PS4 will in fact have a fairly straightforward GPU advantage in the form of additional shader units. It's also reasonable to assume that these aren't there just for bragging rights, and in at least some cases there's sufficient capability to keep them busy.
The memory bandwidth question is more complicated. I don't know why Anand hopes the ESRAM is set up as a cache for the main memory. That actually seems like a less-than-ideal usage to me, but then I'm going from limited information. My understanding of the X360 architecture was that the EDRAM it had was set up to be a perfect place for the frame buffer, which requires a relatively small amount of very fast memory to achieve high resolution, high framerate output, and to enable things like anti-aliasing. Unfortunately for the Xbox 360, the world moved to 1080p rather quickly and its 10MB buffer wasn't quite large enough to serve that purpose (assuming at least double buffering) without some more complicated tricks (which reduced the overall effective bandwidth). Despite that though, using the small but very fast embedded memory as a frame buffer with its own channel to the GPU, that leaves all the general-purpose memory (and its bandwidth) free for other purposes.
When I read that the X1 had 32MB of ESRAM, I assumed this was primarily to serve the frame buffer. Now that it's sufficient size for 1080p output (and maybe higher), some of the trickery of using the Xbox 360's EDRAM will go away. If there's some space and bandwidth left, then by all means it could be used as a cache. But the simplest approach seems to be to use it for the frame buffer (and maybe crank up your AA level to saturate it), and then use the general purpose RAM for everything else. It's easy to argue that the PS4 approach is more flexible, because it is. But whether it's "simpler" is a more complicated question... While more restrictive, a dedicated frame buffer can be simplifying in a different way.
In general I expect the end result is going to look essentially the same. Undoubtedly you'll see some showcase titles with a very particular effect or supremely complex scene claim that they can only do it on the PS4. The number of cases where these claims are true and for non-Sony titles is probably going to be a very small number. The number of people who can tell the difference, even smaller. I also wouldn't rule out the same happening in the other direction. It's certainly possible some multi-platform games will look better on the X1, for example, if the game is otherwise identical but runs at a higher AA level. Not saying that will happen, just that I wouldn't rule it out given the current information.
Overall, I predict we'll see two similar or identically priced consoles. The PS4 has slightly more graphics grunt but you'll probably never notice. The Xbox comes with Kinect and TV integration and maybe a larger hard drive. Since my daily routine includes far more voice control of Netflix and Hulu while I cook dinner than it does scrutinizing subtle differences in video game water effects, it's an easy decision for me :-)