So yeah, looks like a capture issue and they ran with it anyways. For those interested, Here's an explanation of the limited RGB and what most likely happened with the game/capture device:
Some devices only expect a smaller range of color values. (In this case, DF's system was setup like that)
Say we have 7 values that make up a color.
White to black.
But in 'Limited' mode, we don't actually send the 2 on each end. (Why? Because for a long time TV manufacturers were bit limitied and figured the fringe end of the colors were too close to be noticed by the human eye.)
So how does the system handle it?
If you were DF, then your device is setup to do this:
And everything outside of their expected range is 'crushed' to hard black/white, and you just lost that outer range of colors, making the designed shades appear with a much sharper contrast. Most of the sharpness comes from that black crush.
On another note, they're going to have to do the testing again IMO:
Ambient Occlusion was noticeably missing from the XBone version, but DICE is saying it was a glitch and will be added in. Problem is AO is pretty resource intensive, and unless there a lot more optimization going on it's sure to sap resources and effect framerates even further.