Several people have replied, and as said, it's assembly coding, a closed hardware, so it can be much better optimized, Windows has OS and Direct X overhead, and PC gets the "brute force" approach.
BUT, there's more. The magic is in it's compute units (ACE), also known as GPGPU :
http://www.redgamingtech.com/playst...eon-volcanic-island-gpu-compute-similarities/
All AMD GPUs from 7850 to 7970, only have 2 compute units, while the PS4 has 8.
Also:
Furthermore, the PS4 compute queue size has been increased to 8 per ACE, so
64 total, compared to the paltry
4 the 7850 - 7970 have.
AMD has improved their GCN architecture and done the same with the 290x:
http://gearnuke.com/amd-flagship-r9-290x-has-same-number-of-aces-as-the-ps4/
Quote from that article:
Infamous SS used compute extensively for their incredible graphical effects (And who knows what else), so it's highly probable that Uncharted, The Order, Driveclub, etc. Are doing the same. It's certainly the PS4's "secret sauce", and helps tremendously in
specific graphical effects.
As for the PC side, I doubt developers use these compute units extensively for games (if at all), as few GPUs have them, and only the 290x has as many as the PS4. And Nvidia is even weaker on the compute department (but they are improving that on their next architecture). As that article said, only Crytek uses ACEs for weather systems.
And as a side note, the Xbox one has only 2 ACEs, but they do have 8 queues per unit, making a total of 16 compute commands, an improvement from PC, but far from the PS4's 64.
Computing units, are another pillar in the PS4 computational power, that allows this kind of visuals.
Team ICE said they are improving the ACEs performance (GPGPU), and that is going to increase the delta with the X1... It's only gonna get better...