Last week Infinity Ward executive producer Mark Rubin announced that the PlayStation 4 version of Call of Duty: Ghosts will run at a higher native resolution than its Xbox One counterpart.

In a tweet, Rubin said, “Hey, been on the road last couple weeks so haven’t had a chance to update, but wanted to confirm that for Xbox One we’re 1080p upscaled from 720p. And, we’re native 1080p on PS4. We optimised each console to hit 60 FPS and the game looks great on both.”

The news was considered by some fans to be a serious blow to Microsoft and its upcoming platform. In a new interview with Eurogamer, Rubin said that the issue stems from the shifting specifications of the developer kits Microsoft sent out, and the fact that the Xbox One reserves 10 percent of its graphics processing power for its operating system and features such as Kinect skeletal tracking.

“We tried to make the best decision for each platform that gives you the best-looking game we could get and maintains that 60 frames a second,” Rubin said.

“The resource allocation is different on the consoles. That huge web of tangled resources, whether it's threads-based or if it's GPU threads or if it's memory - whatever it is - optimisation is something that could go theoretically on forever.

“I definitely see-slash-hope both platforms will look way better the next time we get a chance at it.”

“First launch, first time at bat at a new console is a challenging one. That's just the way it is. For people fearful one system is more powerful than the other or vice versa, it's a long game.”

Call of Duty: Ghosts is out today for Xbox 360, PlayStation 3, Wii U, and Windows PC, November 22 for Xbox One, and November 29 for PlayStation 4.