Creative Assembly stops short of using a full adaptive v-sync in order to prevent tearing appearing further down the screen where it will be most noticeable, instead opting to flip the framebuffer late to prevent heavier drops in frame-rate but without further compromising image consistency. It's an interesting solution, but even so, performance looks and feels shakier on Xbox One - judder is a regular issue and controller feedback is also affected by the uneven frame delivery. Combat is best avoided, so Alien: Isolation doesn't require twitch response, but up against a surprise attack the extra level of consistency on the PS4 certainly has its benefits over the less stable Xbox One code.
Indeed, the situation is pretty interesting: Creative Assembly has targeted parity in terms of resolution and graphical fidelity across both consoles, but in doing so has incurred a performance hit on the Xbox One. Perhaps lowering resolution might have worked out as an acceptable compromise in order to achieve a more stable frame-rate. The dimly lit environments and layers of post-processing are likely to reduce the appearance of scaling artefacts, while the game's aesthetic is drawn towards softer imagery in order to create a distinct, filmic look which doesn't rely heavily on raw crispness.